view man/lispref/glyphs.texi @ 5915:1af53d35dd53

Avoid allocation in #'integer-length; add #'logcount. lisp/ChangeLog addition: 2015-05-29 Aidan Kehoe <kehoea@parhasard.net> * byte-optimize.el (side-effect-free-fns): Add #'integer-length, #'logcount here. * cl-extra.el: * cl-extra.el (integer-length): Update this to avoid allocating memory. * cl-extra.el (logcount): New. Return the number of one bits in INTEGER, if non-negative. Function from Common Lisp. tests/ChangeLog addition: 2015-05-29 Aidan Kehoe <kehoea@parhasard.net> * automated/lisp-tests.el: Test #'integer-length, #'logcount in this file.
author Aidan Kehoe <kehoea@parhasard.net>
date Fri, 29 May 2015 17:06:24 +0100
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@c -*-texinfo-*-
@c This is part of the XEmacs Lisp Reference Manual.
@c Copyright (C) 1995, 1996 Ben Wing.
@c See the file lispref.texi for copying conditions.
@setfilename ../../info/glyphs.info
@node Glyphs, Annotations, Faces and Window-System Objects, Top
@chapter Glyphs
@cindex glyphs

  A @dfn{glyph} is an object that is used for pixmaps, widgets, and
images of all sorts, as well as for things that ``act'' like pixmaps,
such as non-textual strings (@dfn{annotations}) displayed in a buffer or
in the margins.  It is used in begin-glyphs and end-glyphs attached to
extents, marginal and textual annotations, overlay arrows
(@code{overlay-arrow-*} variables), toolbar buttons, mouse pointers,
frame icons, truncation and continuation markers, and the
like.  Basically, any place there is an image or something that acts
like an image, there will be a glyph object representing it.

@defun glyphp object
This function returns @code{t} if @var{object} is a glyph.
@end defun

@menu
* Glyph Intro::		Glyphs are abstract image specifications.
* Images::		Specifying the appearance of glyphs.
* Using Glyphs::	Creating and displaying glyphs.
* Manipulating Glyphs::	Getting and setting glyph properties.
* Glyph Examples::	Examples of how to work with glyphs.
@end menu


@node Glyph Intro, Images, Glyphs, Glyphs
@section Glyph Introduction

  In XEmacs, ``glyph'' does @strong{not} refer to a single unit of textual
display (the XEmacs term for that is @dfn{rune}, and runes are confined
to the internal implementation of redisplay), but rather is an
object encapsulating a graphical element, such as an image or widget (an
active GUI element such as a button or text entry field; X11 calls this a
@dfn{widget}, while MS Windows uses the term @dfn{control}).
This graphical element could appear in a buffer, a margin, a gutter, or
a toolbar, or even externally to XEmacs as a mouse pointer or an icon,
for example.

  On the other hand, by contrast with GNU Emacs 21, an XEmacs glyph is
not ``just'' an image.  The actual image that is displayed (as opposed
to its position or clipping) is defined by an ``image specifier'' object
contained within the glyph.  The separation between an image specifier
object and a glyph object is made because the glyph includes other
properties than just the actual image: e.g. the face it is displayed in,
the alignment of the image, @emph{etc}.  Also, an image specifier is
used in at least one place in XEmacs in lieu of a glyphs, namely the
backing pixmap of a face.

  An image specifier is used because glyphs often have locale-specific
semantics.  The most important example is semantics determined by the
display device: you can't usefully display a JPEG on stdout, or a color
image on a monochrome display.  But because the image property is a
specifier in XEmacs, you can specify that a given glyph appear as a
monochrome image on monochrome displays, a color image on color
displays, and as a string on TTYs.  (Specifying a string for the
@code{tty} device locale would give behavior like the @code{ALT}
attribute of an @code{IMG} element in HTML.)  Another is semantics
determined by the buffer or mode.  (Unfortunately, currently there are
no compelling examples of this for glyphs.)

  All this means that only one global glyph needs to exist for a
particular purpose (e.g. the icon used to represent an iconified frame,
the mouse pointer used over particular areas of a frame, etc.).  Often
you need not (and should not!) create your own glyph, but rather modify
an existing one.

  In working with glyphs it is important to keep in mind the distinction
between a locale and a domain.  A @dfn{locale} is specified by the
programmer, and is an abstract link between a specification (for a
glyph, its visual appearance) and a displayable object.  The displayable
object may be a buffer or a window, or an object containing buffers or
windows such as frame, device, or console.  A @dfn{domain} is an actual
display context, which must be concrete enough to enable XEmacs to
identify the device type.  (Buffers may be displayed in windows on
different devices, even simultaneously, so a buffer cannot be a domain.
Similarly, the global locale cannot be a domain.)  @ref{Specifiers}, for
more information about specifier locales and domains.


@node Images, Using Glyphs, Glyph Intro, Glyphs
@section Images

@menu
* Image Instantiators::			Specifying an image's appearance.
* Image Instantiator Conversion::	Lazy realization of graphics.
* Image Instantiator Formats::		A catalog of image descriptors.
* Image Instances::			Classes of graphical objects.
@end menu


@node Image Instantiators, Image Instantiator Conversion, Images, Images
@subsection Image Instantiators
@cindex image instantiators

  An @dfn{image instantiator} is a description of the actual graphical
realization of a glyph.  For example, a typical image description is
@emph{the file system path to a PNG file}.  Since redisplay doesn't know
about files, and in any case the image may need to be manipulated
(@emph{e.g.}, a face's background pixmap must be clipped and tiled), the
PNG file must be converted internally to a window system bitmap or
pixmap object.  We describe this process by writing that when XEmacs
displays the image, it @dfn{instantiates} the image instantiator
into an @dfn{image instance}.  Image instances are an internal object
type (similar to font instances and color instances), describing how the
image appears in a particular domain.  On the other hand, image
instantiators, which are just descriptions of how the image should
appear, are represented using Lisp strings or vectors.

Furthermore the graphical realization will vary, and for some devices
may not even be a bitmapped graphic.  These variations may be
controlled by the program by specifying different instantiators in
different locales.  This is implemented with an @dfn{image specifier},
a specifier whose specifications are image instantiators.

Image specifiers are rarely if ever found by themselves.  However, an
image specifier results from calling @code{glyph-image} on a glyph, or
retrieving the @code{background-pixmap} property of a face, and you can
check if some random object is an image specifier.

@defun image-specifier-p object
This function returns non-@code{nil} if @var{object} is an image specifier.
@end defun

@defun make-image-specifier spec-list
This function creates a new image specifier object and initializes it
according to @var{spec-list}.  @xref{Specifiers}.
@end defun

This function exists mainly for completeness.  In practice, you rarely,
if ever, need to actually create an image specifier.  Instead, they are
implicitly created by the initialization of glyphs and faces, and the
specifier member of these objects cannot be changed after
initialization; you may only set the specifications it contains.

Image instantiators come in many formats: @code{xbm}, @code{xpm},
@code{gif}, @code{jpeg}, etc.  These denote the format of the data
describing the image.  The resulting image instances also come in many
types---@code{mono-pixmap}, @code{color-pixmap}, @code{text},
@code{pointer}, etc.  This refers to the behavior of the image and the
sorts of places it can appear. (For example, a color-pixmap image has
fixed colors specified for it, while a mono-pixmap image comes in two
unspecified shades ``foreground'' and ``background'' that are determined
from the face of the glyph or surrounding text; a text image appears as
a string of text and has an unspecified foreground, background, and
font; a pointer image behaves like a mono-pixmap image but can only be
used as a mouse pointer [mono-pixmap images cannot be used as mouse
pointers]; etc.)

It is important to keep the distinction between image instantiator
format and image instance type in mind.  Typically, a given image
instantiator format can result in many different image instance types.
For example, @code{xpm} can be instantiated as @code{color-pixmap},
@code{mono-pixmap}, or @code{pointer}; whereas @code{cursor-font} can be
instantiated only as @code{pointer}.  On the other hand, a particular image
instance type can be generated by many different image instantiator
formats (e.g.  @code{color-pixmap} can be generated by @code{xpm},
@code{gif}, @code{jpeg}, etc.).

  @xref{Image Instances}, for a more detailed discussion of image
instance types.

 An image instantiator should be a string or a vector of the form

@example
 @code{[@var{format} @var{:keyword} @var{value} ...]}
@end example

i.e. a format symbol followed by zero or more alternating keyword-value
pairs.

The form of an instantiator can be checked with
@code{valid-instantiator-p} with a @var{TYPE} of @code{image},
@ref{Specifier Validation Functions}.

For a complete list of the format symbols and their usage,
@ref{Image Instantiator Formats}.

If the instantiator is a string, it will be converted into a vector by
looking it up according to the specs in the
@code{console-type-image-conversion-list} for the console type of the
domain (usually a window; sometimes a frame or device) over which the
image is being instantiated.

If the instantiator specifies data from a file, the data will be read in
at the time that the instantiator is added to the image specifier (which
may be well before the image is actually displayed), and the
instantiator will be converted into one of the inline-data forms, with
the filename retained using a @code{:file} keyword.  This implies that
the file must exist when the instantiator is added to the image, but
does not need to exist at any other time (e.g. it may safely be a
temporary file).

The available keywords are given below.  Note that some keywords are
generally available (for example, the @code{:data} keyword may be used
with any format except @code{nothing}), while others are only available
for one format (@code{resource-id} is unique to the
@code{mswindows-resource} format).

@table @code
@item :data
Inline image data.  If available for a given format, it may be specified
directly by the program, or it may be a cache of file data previously
read.  When present, it is used to instantiate the image in preference
to the file named by the @code{:file} property.

The format of inline data is image-format-specific.  For example, in
pixmap formats, the value should be a string, which is interpreted as an
octet-stream representing a bitmap or pixmap.  But for text formats,
it's string containing the text to be displayed, and for resource
formats, it's a string containing the name of the resource.

@item :file
Data contained in a file.  The value is the name of this file.  If both
@code{:data} and @code{:file} are specified, the image is created from
what is specified in @code{:data} and the string in @code{:file} becomes
the value of the @code{image-instance-file-name} function when applied
to the resulting image-instance.  Note that there is nothing to stop a
program from changing either the @code{:file} or the @code{:data}
property, and there is no way to detect such mischief.  This means that
the data will @emph{not} be automatically reread if you change the
@code{file} property; you must force it by removing the @code{:data}
property.
@c #### If there are ways to do this in-place, describe them.
(One way to do this is replacing the whole specification with a new
vector.)  This keyword is not valid for instantiator formats
@code{nothing}, @code{string}, @code{formatted-string},
@code{cursor-font}, @code{font}, and @code{autodetect}.

@item :mask-data
Inline data for @code{xbm} and @code{xface}.  This specifies a mask to
be used with the bitmap.  Pixels which are not set in the mask will not
be written to the imaging device.  The format is a list of width,
height, and bits, as for @code{:data}.

@item :mask-file
For @code{xbm} and @code{xface}.  This specifies a file containing the
mask data.  If neither a mask file nor inline mask data is given for an
XBM image, and the XBM image comes from a file, XEmacs will look for a
mask file with the same name as the image file but with @samp{Mask} or
@samp{msk} appended.  For example, if you specify the XBM file
@file{left_ptr} [usually located in @file{/usr/include/X11/bitmaps}],
the associated mask file @file{left_ptrmsk} will automatically be picked
up.

@item :resource-id
Only for @code{mswindows-resource}.  This must be either an integer
(which directly specifies a resource number) or a string.  See the
description of @code{mswindows-resource} for valid strings.  @xref{Image
Instantiator Formats}.

@item :foreground
@itemx :background
For @code{xbm}, @code{xface}, @code{cursor-font}, and @code{font}.
These keywords allow you to explicitly specify foreground and background
colors.  The value should be anything acceptable to
@code{make-color-instance}.  This will cause an external format that
would by default be instantiated as a @code{mono-pixmap} to instead be
instantiated as a two-color color-pixmap.  This can be used to override
the colors specified by a glyph's face, for example.  If the image is
instantiated as a pointer, they specify its foreground and/or
background, instead of the defaults of black and white.

@item :hotspot-x
@itemx :hotspot-y
For @code{xbm} and @code{xface}.  These keywords specify a hotspot if
the image is instantiated as a @code{pointer}.  Note that if the XBM
image file specifies a hotspot, it will automatically be picked up if no
explicit hotspot is given.

@item :color-symbols
Only for @code{xpm}.  This specifies an alist that maps strings that
specify symbolic color names to the actual color to be used for that
symbolic color (in the form of a string or a color-specifier object).
If this is not specified, the contents of @code{xpm-color-symbols} are
used to generate the alist.

@item :resource-type
Only for @code{mswindows-resource}.  This must be a symbol, either
@code{cursor}, @code{icon}, or @code{bitmap}, specifying the type of
resource to be retrieved.

@item :face
For @code{inherit} and the widget formats.  This specifies the face to
inherit from.  For widgets this specifies the face to use for display.
It defaults to gui-element-face.

@item :selected
@itemx :active
@itemx :suffix
@itemx :keys
@itemx :style
@itemx :filter
@itemx :config
@itemx :included
@itemx :visible
@itemx :key-sequence
@itemx :accelerator
@itemx :label
@itemx :callback
These keywords, accepted as menu item specs, are also accepted by images
instantiated as @code{widget}.  For their semantics, @ref{Menu Format}.
@end table


@node Image Instantiator Conversion, Image Instantiator Formats, Image Instantiators, Images
@subsection Image Instantiator Conversion
@cindex image instantiator conversion
@cindex conversion of image instantiators

Conversion is applied to image instantiators at the time they are added
to an image specifier or at the time they are passed to
@code{make-image-instance}.

@defun set-console-type-image-conversion-list console-type list
This function sets the image-conversion-list for consoles of the given
@var{console-type}.  The image-conversion-list specifies how image
instantiators that are strings should be interpreted.  Each element of
the list should be a list of two elements (a regular expression string
and a vector) or a list of three elements (the preceding two plus an
integer index into the vector).  The string is converted to the vector
associated with the first matching regular expression.  If a vector
index is specified, the string itself is substituted into that position
in the vector.

Note: The conversion above is applied when the image instantiator is
added to an image specifier, not when the specifier is actually
instantiated.  Therefore, changing the image-conversion-list only affects
newly-added instantiators.  Existing instantiators in glyphs and image
specifiers will not be affected.
@end defun

@defun console-type-image-conversion-list console-type
This function returns the image-conversion-list for consoles of the given
@var{console-type}.
@end defun


@node Image Instantiator Formats, Image Instances, Image Instantiator Conversion, Images
@subsection Image Instantiator Formats
@cindex image instantiator formats

The @dfn{format} field of an image instantiator should be a symbol
denoting a valid format.  Which formats are valid will depend on the
features (such as image decoding libraries) available, on platform
support (MS Windows resource IDs make no sense on other platforms), and
on the locale.

@defun valid-image-instantiator-format-p format &optional locale
This function returns non-@code{nil} if @var{format} is a valid image
instantiator format.

If @var{locale} is non-@code{nil} then the format is checked in that locale.
If @var{locale} is @code{nil} the current console is used.

Note that the return value for many formats listed above depends on
whether XEmacs was compiled with support for that format.
@end defun

@defun image-instantiator-format-list
This function returns a list of valid image-instantiator formats.
@end defun

Here is a table of image-instantiator formats, giving the keywords that
are usable with each, and the kinds of instances that may result.

@table @code
@item nothing
Don't display anything; no keywords are valid for this format.  Can only be
instantiated as @code{nothing}.

@item string
Display this image as a text string.  Can only be instantiated
as @code{text}, although support for instantiation as @code{mono-pixmap}
should be added.  The valid keyword is @code{:data}.  The value should
be a string, and it is interpreted as a string of characters.

@item formatted-string
Display this image as a text string with replaceable fields,
similar to a modeline format string.  The valid keyword is @code{:data}.
The value should be a string, and it is interpreted as a string of
characters containing format sequences.

Not currently implemented.

@item xbm
An X bitmap; available only if X support was compiled into this XEmacs.

If used in a buffer glyph, icon glyph, or face background pixmap, it
will be instantiated as @code{mono-pixmap} unless the @code{:foreground}
or @code{:background} keywords are present.  In the latter case it will
be instantiated as @code{color-pixmap} with the two specified colors.
@c #### Check this.
(Probably if @code{:foreground} or @code{:background} is omitted, it
defaults to black or white respectively.)  If used in a pointer glyph,
it will be instantiated as an @code{pointer}.

The valid keywords and their values are
@table @code
@item :data
A list containing the height and width of the bitmap as integers, and
a string interpreted as a bit vector according to the X11 standard XBM
bitmap format, in that order.
@item :file
The name of a file containing standard XBM-format data.  If it contains
a hotspot specification, it will be parsed and used if the hotspot is
not explicitly specified.
@item :mask-data
A list containing the height and width of the bitmap as integers, and
a string interpreted as a bit vector according to the X11 standard XBM
bitmap format, in that order.  This bitmap is interpreted as the
clipping region for the bitmap contained in the @code{:data} property.
@item :mask-file
The name of a file containing standard XBM-format data.  Interpreted as
the clipping region for the bitmap contained in the @code{:data} property.
@item :foreground
@itemx :background
These keywords allow you to explicitly specify foreground and background
colors.  The values should be acceptable to @code{make-color-instance}.
@item :hotspot-x
@itemx :hotspot-y
Integers denoting the hotspot (mouse pointer position), with (0,0) at
the top left corner.  If given, these override any specification in the
XBM file.
@end table

@item xpm
An XPM pixmap; only available if XPM support was compiled into this XEmacs.

Can be instantiated as @code{color-pixmap}, @code{mono-pixmap}, or
@code{pointer}.

XPM is an add-on library for X that was designed to rectify the
shortcomings of the XBM format.  Many icons and labels used in the
XEmacs GUI are still distributed in XPM format (although we are moving
to standardize on the PNG format).  It is therefore highly desirable
that XPM be available in your XEmacs.

Most implementations of X include the XPM library as a standard part.
If your vendor does not, it is highly recommended that you download it
and install it.  You can get it from the XEmacs FTP site and mirrors, as
well as from most sites that distribute X11.

The valid keywords and their values are
@table @code
@item :data
A string interpreted as the contents of a standard XPM file.
@item :file
The name of a file containing standard XPM-format data.  If it contains
a hotspot specification, it will be parsed and used if the hotspot is
not explicitly specified.
@c #### Does XPM provide for a hotspot?
@item :hotspot-x
@itemx :hotspot-y
Integers denoting the hotspot (mouse pointer position), with (0,0) at
the top left corner.  If given, these override any specification in the
XBM file.
@c #### Check this.
(This may not be true.  The original documentation doesn't mention them
in connection with XPM, but a pointer needs a hotspot.)
@item :color-symbols
An alist that maps the one- or two-character strings that specify
symbolic color names in the XPM file to the actual color to be used for
that symbolic color (in the form of a string acceptable as a color
instantiator, @ref{Color Specifiers}, or a color-specifier object).
If this is not specified, the contents of @code{xpm-color-symbols} are
used to generate the alist.
@end table

@item xface
An X-Face bitmap, used to encode people's faces in e-mail messages;
only available if X-Face support was compiled into this XEmacs.

Will be instantiated as @code{mono-pixmap}, @code{color-pixmap}, or
@code{pointer}, depending on the target instance type and the presence
of color keywords.

The valid keywords and their values are
@table @code
@item :data
A list containing the height and width of the bitmap as integers, and
a string interpreted as a bit vector according to the X11 standard XBM
bitmap format, in that order.
@item :file
The name of a file containing standard XBM-format data.  If it contains
a hotspot specification, it will be parsed and used if the hotspot is
not explicitly specified.
@item :mask-data
A list containing the height and width of the bitmap as integers, and
a string interpreted as a bit vector according to the X11 standard XBM
bitmap format, in that order.  This bitmap is interpreted as the
clipping region for the bitmap contained in the @code{:data} property.
@item :mask-file
The name of a file containing standard XBM-format data.  Interpreted as
the clipping region for the bitmap contained in the @code{:data} property.
@item :foreground
@itemx :background
These keywords allow you to explicitly specify foreground and background
colors.  The values should be acceptable to @code{make-color-instance}.
@item :hotspot-x
@itemx :hotspot-y
Integers denoting the hotspot (mouse pointer position), with (0,0) at
the top left corner.  If given, these override any specification in the
XBM file.
@end table

@item gif
@itemx jpeg
@itemx png
@itemx tiff
These are GIF87- or GIF89-format, JPEG-format, PNG/GIF24-format, and
TIFF-format images, respectively.  They are available only if
appropriate decoding support was built into XEmacs.  If you have
development support (both the libraries and the relevant C header files)
available when XEmacs is built, the JPEG, PNG, GIF, and TIFF libraries
will automatically be detected (in the ``usual places'') and linked into
the build.

Note that PNG is the standard format for images distributed with XEmacs,
so it is highly recommended that PNG support be built in.

All of these instantiators will be instantiated as @code{color-pixmap}.

The valid keywords and their values are
@table @code
@item :data
A string interpreted as the contents of a file containing data in the
appropriate standard format.
@item :file
The name of a file containing standard-format data.
@end table

@item cursor-font
Most window systems provide a set of standard cursors, which in X11 is
called a cursor font.  Can only be instantiated as @code{pointer}.  This
should probably be fixed.

The valid keyword is @code{:data}.  Its value should be a string
containing one of the standard cursor-font names, such as @samp{watch}
or @samp{right_ptr} under X.  More specifically, in the X Window System
it may be any of the standard cursor names from appendix B of the Xlib
manual, provided in the file @file{<X11/cursorfont.h>} by most
distributions, minus the @samp{XC_} prefix.  For MS Windows, use
@code{mswindows-resource} instantiator format, not @code{cursor-font}.
Other window systems may have different lists.

@item font
A glyph from a font; i.e. the name of a font, and glyph index into it
of the form @samp{@var{font} fontname index [[mask-font] mask-index]}.
Only if X support was compiled into this XEmacs.  Currently can only be
instantiated as @code{pointer}.  This should probably be fixed.
@c #### The above description is not very helpful, so it's not obvious
@c how to instantiate a font image.

@item mswindows-resource
An MS Windows pointer resource.  Specifies a resource to retrieve
directly from the system (an OEM resource) or from a file, particularly
an executable file.  Can be instantiated as @code{pointer} or
@code{color-pixmap}.

The valid keywords and their values are

@table @code
@item :resource-type
A string naming the type (@code{cursor}, @code{bitmap}, or @code{icon})
of the resource.  Required.
@item :file
A string containing the name of the file containing the resource (often
an executable).  If a system resource, @code{:file} should be omitted.
@item :resource-id
A string containing the name of a resource.   Required if @code{:file}
is not specified.

This must be either an integer (which directly specifies a resource
number) or a string.  Valid strings are

For bitmaps:

"close", "uparrow", "dnarrow", "rgarrow", "lfarrow",
"reduce", "zoom", "restore", "reduced", "zoomd",
"restored", "uparrowd", "dnarrowd", "rgarrowd", "lfarrowd",
"mnarrow", "combo", "uparrowi", "dnarrowi", "rgarrowi",
"lfarrowi", "size", "btsize", "check", "checkboxes", and
"btncorners".

For cursors:

"normal", "ibeam", "wait", "cross", "up", "sizenwse",
"sizenesw", "sizewe", "sizens", "sizeall", and "no".

For icons:

"sample", "hand", "ques", "bang", "note", and "winlogo".
@end table

@item subwindow
An embedded windowing system window.  Can only be instantiated as
@code{subwindow}.  Not implemented.
@c #### Check status of subwindows ... I thought Andy implemented them.

@item button
A button widget; either a push button, radio button or toggle button.
Can only be instantiated as @code{widget}.

@item combo-box
A drop list of selectable items in a widget, for editing text.
Can only be instantiated as @code{widget}.

@item edit-field
A text editing widget.  Can only be instantiated as @code{widget}.

@item label
A static, text-only, widget; for displaying text.  Can only be instantiated
as @code{widget}.

@item layout
A widget for controlling the positioning of children underneath it.
Through the use of nested layouts, a widget hierarchy can be created
which can have the appearance of any standard dialog box or similar
arrangement; all of this is counted as one @dfn{glyph} and could appear
in many of the places that expect a single glyph.  Can only be instantiated
as @code{widget}.

@item native-layout
The native version of a layout widget.
Can only be instantiated as @code{widget}.

@item progress-gauge
A sliding widget, for showing progress.  Can only be instantiated as
@code{widget}.

@item tab-control
A tab widget; a series of user selectable tabs.  Can only be instantiated
as @code{widget}.

The required keyword is @code{:items}.  Its value should be a list of
vectors, whose first element is a string, the second element is a
callback (a Lisp expression to be eval'ed), and the remaining elements
are key-value pairs.  The most important keyword is @code{:selected} (a
Boolean); exactly one of the elements should have a value of @code{t}
for the @code{:selected} property.  Other keywords accepted include
@code{:descriptor} (a string), @code{:face} (a symbol naming a face),
@code{:orientation} (a symbol, one of @code{top}, @code{center},
@code{bottom}, @code{left}, or @code{right}), and @code{:pixel-width}
and @code{:pixel-height} (positive integers).

(The above is incomplete and may be inaccurate.)

@item tree-view
A folding widget.  Can only be instantiated as @code{widget}.

@item scrollbar
A scrollbar widget.  Can only be instantiated as @code{widget}.

@item autodetect
XEmacs tries to guess what format the data is in.  If X support exists,
the data string will be checked to see if it names a filename.  If so,
and this filename contains XBM or XPM data, the appropriate sort of
pixmap or pointer will be created. [This includes picking up any
specified hotspot or associated mask file.] Otherwise, if @code{pointer}
is one of the allowable image-instance types and the string names a
valid cursor-font name, the image will be created as a pointer.
Otherwise, the image will be displayed as text.  If no X support exists,
the image will always be displayed as text.

@item inherit
Inherit from the background-pixmap property of a face.  Can only be
instantiated as @code{mono-pixmap}.
@end table

There are two convenience variables for use with the XBM and XPM image
formats.

@defvar xpm-color-symbols
This variable holds definitions of logical color-names used when reading
XPM files.  Elements of this list should be of the form
@code{(@var{color-name} @var{form-to-evaluate})}.  The @var{color-name}
should be a string, which is the name of the color to define; the
@var{form-to-evaluate} should evaluate to a color specifier object, or a
string to be passed to @code{make-color-instance} (@pxref{Colors}).  If
a loaded XPM file references a symbolic color called @var{color-name},
it will display as the computed color instead.

The default value of this variable defines the logical color names
@samp{"foreground"} and @samp{"background"} to be the colors of the
@code{default} face.
@end defvar

@defvar x-bitmap-file-path
A list of the directories in which X bitmap files may be found.  If @code{nil},
this is initialized from the @samp{"*bitmapFilePath"} resource.  This is
used by the @code{make-image-instance} function (however, note that if
the environment variable @samp{XBMLANGPATH} is set, it is consulted
first).
@end defvar


@node Image Instances,  , Image Instantiator Formats, Images
@subsection Image Instances
@cindex image instances

  Image-instance objects encapsulate the way a particular image (pixmap,
etc.) is displayed on a particular device.

  In most circumstances, you do not need to directly create image
instances; use a glyph instead.  However, it may occasionally be useful
to explicitly create image instances, if you want more control over the
instantiation process.

@defun image-instance-p object
This function returns non-@code{nil} if @var{object} is an image instance.
@end defun

@menu
* Image Instance Types::         Each image instance has a particular type.
* Image Instance Functions::	 Functions for working with image instances.
@end menu


@node Image Instance Types, Image Instance Functions, Image Instances, Image Instances
@subsubsection Image Instance Types
@cindex image instance types

  Image instances come in a number of different types.  The type
of an image instance specifies the nature of the image: Whether
it is a text string, a mono pixmap, a color pixmap, etc.

  The valid image instance types are

@table @code
@item nothing
Nothing is displayed.

@item text
Displayed as text.  The foreground and background colors and the
font of the text are specified independent of the pixmap.  Typically
these attributes will come from the face of the surrounding text,
unless a face is specified for the glyph in which the image appears.

@item mono-pixmap
Displayed as a mono pixmap (a pixmap with only two colors where the
foreground and background can be specified independent of the pixmap;
typically the pixmap assumes the foreground and background colors of
the text around it, unless a face is specified for the glyph in which
the image appears).
@item color-pixmap

Displayed as a color pixmap.

@item pointer
Used as the mouse pointer for a window.

@item subwindow
A child window that is treated as an image.  This allows (e.g.)
another program to be responsible for drawing into the window.
Not currently implemented.
@c #### Check status of subwindows ... I thought Andy implemented them.

@item widget
An active GUI element implemented as a ``widget'' or ``control'' of the
underlying window system.
@end table

The following functions are used to check whether an image instance type
is valid in the running XEmacs.

@defun valid-image-instance-type-p type
This function returns non-@code{nil} if @var{type} is a valid image
instance type.
@end defun

@defun image-instance-type-list
This function returns a list of the valid image instance types.
@end defun

The following functions are used to determine the type of an image
instance.

@defun image-instance-type image-instance
Return the type of the given image instance.  The return
value will be one of @code{nothing}, @code{text}, @code{mono-pixmap},
@code{color-pixmap}, @code{pointer}, @code{subwindow}, or @code{widget}.
@c #### Check status of subwindows ... I thought Andy implemented them.
@end defun

@defun text-image-instance-p object
Return non-@code{nil} if @var{object} is an image instance of type
@code{text}.
@end defun

@defun mono-pixmap-image-instance-p object
Return non-@code{nil} if @var{object} is an image instance of type
@code{mono-pixmap}.
@end defun

@defun color-pixmap-image-instance-p object
Return non-@code{nil} if @var{object} is an image instance of type
@code{color-pixmap}.
@end defun

@defun pointer-image-instance-p object
Return non-@code{nil} if @var{object} is an image instance of type
@code{pointer}.
@end defun

@defun subwindow-image-instance-p object
Return non-@code{nil} if @var{object} is an image instance of type
@code{subwindow}.
@c #### Check status of subwindows ... I thought Andy implemented them.
@end defun

@defun nothing-image-instance-p object
Return non-@code{nil} if @var{object} is an image instance of type
@code{nothing}.
@end defun

@defun widget-image-instance-p object
Return non-@code{nil} if @var{object} is an image instance of type
@code{widget}.
@end defun


@node Image Instance Functions,  , Image Instance Types, Image Instances
@subsubsection Image Instance Functions

@defun make-image-instance data &optional domain dest-types noerror
This function creates a new image-instance object.

@var{data} is an image instantiator, which describes the image
(@pxref{Image Instantiators}).

@var{dest-types} should be a list of allowed image instance types that
can be generated.  The @var{dest-types} list is unordered.  If multiple
destination types are possible for a given instantiator, the ``most
natural'' type for the instantiator's format is chosen.  These are

@table @code
@item XBM
@c #### check xface
@itemx xface
@code{mono-pixmap}, then @code{color-pixmap}, then @code{pointer}.

@item XPM
@itemx GIF
@itemx JPEG
@itemx PNG
@itemx TIFF
@code{color-pixmap}, then @code{mono-pixmap}, then @code{pointer}.

@item string
@itemx formatted-string formats
@code{text}, then @code{mono-pixmap} (not currently implemented), then
@code{color-pixmap} (not currently implemented).

@item mswindows-resource
For pointer resources, @code{pointer}.

For the others, @code{color-pixmap}.
@end table

@c #### So what?  This is a reference manual, list them, you lazy bastard!
The other formats can only be instantiated as one type.

If you want to control more specifically the order of the types into
which an image is instantiated, call @code{make-image-instance}
repeatedly until it succeeds, passing less and less preferred
destination types each time.

If @var{dest-types} is omitted, all possible types are allowed.

@var{domain} specifies the domain to which the image instance will be
attached.  This domain is termed the @dfn{governing domain}.  The type
of the governing domain depends on the image instantiator format.
(Although, more correctly, it should probably depend on the image
instance type.)  For example, pixmap image instances are specific to a
device, but widget image instances are specific to a particular XEmacs
window because in order to display such a widget when two windows onto
the same buffer want to display the widget, two separate underlying
widgets must be created.  (That's because a widget is actually a child
window-system window, and all window-system windows have a unique
existence on the screen.)  This means that the governing domain for a
pixmap image instance will be some device (most likely, the only
existing device), whereas the governing domain for a widget image
instance will be some XEmacs window.

If you specify an overly general @var{domain} (e.g. a frame when a
window was wanted), an error is signaled.  If you specify an overly
specific @var{domain} (e.g. a window when a device was wanted), the
corresponding general domain is fetched and used instead.  For
@code{make-image-instance}, it makes no difference whether you specify
an overly specific domain or the properly general domain derived from
it.  However, it does matter when creating an image instance by
instantiating a specifier or glyph (e.g. with
@code{glyph-image-instance}), because the more specific domain causes
spec lookup to start there and proceed to more general domains.  (It
would also matter when creating an image instance with an instantiator
format of @code{inherit}, but we currently disallow this.)
@c #### We should fix that.

If omitted, @var{domain} defaults to the selected window.

@var{noerror} controls what happens when the image cannot be generated.
If @code{nil}, an error message is generated.  If @code{t}, no messages
are generated and this function returns @code{nil}.  If anything else, a
warning message is generated and this function returns @code{nil}.
@end defun

@defun colorize-image-instance image-instance foreground background
This function makes the image instance be displayed in the given
colors.  Image instances come in two varieties: bitmaps, which are 1
bit deep which are rendered in the prevailing foreground and background
colors; and pixmaps, which are of arbitrary depth (including 1) and
which have the colors explicitly specified.  This function converts a
bitmap to a pixmap.  If the image instance was a pixmap already,
nothing is done (and @code{nil} is returned).  Otherwise @code{t} is
returned.
@end defun

The following functions are 

@defun image-instance-name image-instance
This function returns the name of the given image instance.  The name is
typically taken from the @code{:file} property of the instantiator if
present, otherwise from the @code{:data} property.
@end defun

@defun image-instance-domain image-instance
Return the governing domain of the given @var{image-instance}.  The
governing domain of an image instance is the domain that the image
instance is specific to.  It is @emph{NOT} necessarily the domain that
was given to the call to @code{specifier-instance} that resulted in the
creation of this image instance.  See @code{make-image-instance} for
more information on governing domains.
@end defun

@defun image-instance-string image-instance
This function returns the string of the given image instance.  This will
only be non-@code{nil} for text image instances.
@end defun

@defun image-instance-file-name image-instance
This function returns the file name from which @var{image-instance} was
read, if known.
@end defun

@defun image-instance-mask-file-name image-instance
This function returns the file name from which @var{image-instance}'s
mask was read, if known.
@end defun

Pixmaps are considered to be three-dimensional.  The height and width of
the pixel array that is displayed, and the color depth of its pixels,
are accessed with these functions.

@defun image-instance-depth image-instance
This function returns the depth of the image instance.  This is 0 for a
mono pixmap, or a positive integer for a color pixmap.
@end defun

@defun image-instance-height image-instance
This function returns the height of the image instance, in pixels.
@end defun

@defun image-instance-width image-instance
This function returns the width of the image instance, in pixels.
@end defun

The hotspot is a point relative to the origin of the pixmap.  When
an image is used as a mouse pointer, the hotspot is the point on the
image that sits over the location that the pointer points to.  This is,
for example, the tip of the arrow or the center of the crosshairs.

These functions access the coordinates of the hotspot.  They simply
return @code{nil} for a non-pointer image instance.

@defun image-instance-hotspot-x image-instance
This function returns the X coordinate of the image instance's hotspot,
if known.
@end defun

@defun image-instance-hotspot-y image-instance
This function returns the Y coordinate of the image instance's hotspot,
if known.
@end defun

Mono pixmaps and pointers may have their foreground and background
colors set when instantiated.  Use these functions to access color
information.

@defun image-instance-foreground image-instance
This function returns the foreground color of @var{image-instance}, if
applicable.  This will be a color instance or @code{nil}.  (It will only
be non-@code{nil} for colorized mono pixmaps and for pointers.)
@end defun

@defun image-instance-background image-instance
This function returns the background color of @var{image-instance}, if
applicable.  This will be a color instance or @code{nil}.  (It will only
be non-@code{nil} for colorized mono pixmaps and for pointers.)
@end defun


@node Using Glyphs, Manipulating Glyphs, Images, Glyphs
@section Using Glyphs

Glyph usage is unfortunately somewhat arcane.  (For discussion of
rationale, @ref{Glyphs,,,Internals}.)  Because they are not ``text,''
they cannot be inserted directly into a buffer.  Instead, they are
values of properties of extents attached to buffers or strings, values
of global variables such as mouse pointers, or as a component of a
complex data structure such as a toolbar initializer.  Although these
uses could probably streamlined, each structure has its own
requirements.  Since glyphs are very flexible, it is possible to create
applications like the @file{edit-toolbar} and @file{xpm-mode} libraries
which display glyphs in a buffer (for reference while editing) that are
normally used in a different context.

Usage of glyphs can roughly be categorized as follows:

@table @strong
@item Buffer glyphs
Glyphs that are inserted in a buffer may be used for their own sake (for
example, image display in @file{w3}), as an accurate representation of
text that can't be displayed in usual fonts (equation display in
@file{preview-latex}), or as annotations (such as a marginal indication
of a bookmark).  Glyphs are attached to buffers via extents.

@item Redisplay glyphs
Glyphs can be used to create XEmacs-specific ``fonts''.  For example,
the character that indicates truncation of lines is implemented as the
@code{truncation-glyph}.  It is also possible to have XEmacs display a
certain character using a custom glyph, via display tables.

@item Frame glyphs
Glyphs are used to control the appearance of various other components of
the frame.  They can be inserted in the modeline, the favicons are used
in Web browsers.  They are used to specify the labels on toolbar
buttons.  Finally, they can be inserted in the gutters.  (The difference
between a glyph inserted in a gutter and a marginal annotation is that
the marginal annotation is tied to the text in the buffer.  If the
buffer line scrolls out of view, the marginal annotation will, as well.
A gutter glyph does not move with the text.)

Unfortunately, all these uses are special cases, and have their own
APIs, in contrast to glyphs in a buffer.

@item External glyphs
External glyphs simply allow a consistent API for images.  The images
are then passed to external software such as the window system itself
(mouse cursor shapes) and the window manager (icons to represent
minimized windows).  XEmacs has no role in managing their use.

@item Subwindow and widget glyphs
These do not constitute a context of use, but rather an important class of
glyph types.  The difference between these and other glyphs is that
while their geometry is determined by XEmacs, their behavior is managed
separately, by internal mechanisms in the case of widgets, and
(possibly) by another process in the case of subwindows.
@c #### Check status of subwindows ... I thought Andy implemented them.
@end table

Some simple concrete examples showing how to insert a glyph in a
buffer are presented later.  @ref{Glyph Examples}.

``Creating Glyphs'' explains how to create glyphs.  Creating a glyph
using @code{make-glyph} does not specify @emph{where} the glyph will be
used, it only specifies @emph{what} the glyph will look like.  The next
four sections explain how to embed glyphs in different display
contexts.  Finally, the last two sections explain the special
considerations of using glyphs whose behavior is not determined by the
code creating them, but by the glyph itself (a ``widget'' in X11 or
``control'' in MS Windows or Aqua), or even by a separate process.

@menu
* Creating Glyphs::	Creating new glyphs.
* Buffer Glyphs::	Annotations are glyphs that appear in a buffer.
* Redisplay Glyphs::	Glyphs controlling various redisplay functions.
* Frame Glyphs::	Displaying glyphs in GUI components of the frame.
* External Glyphs::	Icons and mouse pointers for the window system.
* Native GUI Widgets::	Complex active elements treated as a single glyph.
* Subwindows::		Externally-controlled subwindows in buffers.
@c #### Check status of subwindows ... I thought Andy implemented them.
@end menu

@node Creating Glyphs, Buffer Glyphs, Using Glyphs, Using Glyphs
@subsection Creating Glyphs

@defun make-glyph &optional spec-list type
This function creates a new glyph object of type @var{type}.

The optional @var{spec-list} is used to initialize the glyph's image.
It can be any spec-list of @dfn{image instantiator} accepted by
@code{canonicalize-spec-list}, @ref{Adding Specifications}.  An
individual image instantiator may be a string, which is converted to a
vector according to @code{console-type-image-conversion-list}, or a
vector.  The vector's first element specifies the @emph{external} format
of the data, such as a string, a PNG file, or an MS Windows resource.
This is followed by properties (keyword-value pairs) specifying such
information as the name of a file containing an image, or pixmap data
directly.  @xref{Image Instantiators}.

The optional @var{type} specifies the type of the glyph.  @var{type}
should be one of @code{buffer} (used for glyphs in an extent, the
modeline, the toolbar, or elsewhere in a frame), @code{pointer} (used
for the mouse-pointer), or @code{icon} (used for a frame's icon), and
defaults to @code{buffer}.
@end defun

@var{spec-list} is the initializer for the glyph's @code{image}
property, which is an image specifier.  (Note that @dfn{image} as used
in the context of a glyph's @code{image} property or in the terms
@dfn{image specifier}, @dfn{image instantiator}, or @dfn{image instance}
does not refer to what people normally think of as an image (which in
XEmacs is called a @dfn{pixmap}), but to any graphical element---a
pixmap, a widget, or even a block of text, when used in the places that
call for a glyph.)

The most common form of @var{spec-list} is a single image instantiator.
(@strong{Compatibility note:} in GNU Emacs 21, a string used to
instantiate an image is interpreted as the name of an image file, which
is searched for and instantiated.)  The conversion controlled by
@code{console-type-image-conversion-list} typically attempts to look up
the string as a file name in XEmacs's data directory path, and if this
fails, defaults to displaying the string as a text image instance
(@emph{i.e.}. the string itself.

Fine control of a particular specification is provided by using a vector
as the image instantiator.  More complicated instantiators allow lists
of instantiators to be specified (which are tried in order), or mappings
from locales to lists of instantiators, @emph{etc}.  @xref{Specifiers},
for more information about specification formats.

As well as using @var{spec-list} to initialize the glyph, you can set
specifications using @code{set-glyph-image}.  The glyph itself is not
actually a specifier, but rather is an object containing an image
specifier (as well as other properties seldom set by user code).
Therefore, you cannot set or access specifications for the glyph's image
by directly using @code{set-specifier}, @code{specifier-instance} or the
like on the glyph; instead use them on @code{(glyph-image @var{glyph})}
or use the convenience functions @code{set-glyph-image},
@code{glyph-image-instance}, and @code{glyph-image}.

Glyph types reflect the fact that glyphs are used in contexts like
pointers and window manager icons, which are defined by external
programs such as the window system or window manager.  These require
somewhat different @emph{internal} format, which is opaque to the user.

It is extremely rare that you will ever have to specify a value for
@var{type}, which should be one of @code{buffer} (used for glyphs in an
extent, the modeline, the toolbar, or elsewhere in a buffer),
@code{pointer} (used for the mouse-pointer), or @code{icon} (used for a
frame's icon), and defaults to @code{buffer}.  The only cases where it
needs to be specified is when creating icon or pointer glyphs, and in
both cases the necessary glyphs have already been created at startup and
are accessed through the appropriate variables,
e.g. @code{text-pointer-glyph} (or in general, any
@samp{*-pointer-glyph}) and @code{frame-icon-glyph}.  User code should
never need to create @code{pointer} or @code{icon} glyphs.  @xref{Glyph
Types}.

There are a few other glyph creation functions, normally used only
internally or at XEmacs initialization.

@defun make-glyph-internal &optional type
This function creates a new, uninitialized glyph of type @var{type}.
@end defun

@defun make-pointer-glyph &optional spec-list

Return a new @code{pointer-glyph} object with the specification list
@var{spec-list}.  This function is equivalent to calling
@code{make-glyph} with a @var{type} of @code{pointer}.
@end defun

@code{make-pointer-glyph} is normally used only by XEmacs initialization
code.  It is extremely unlikely that you will ever need to create a
pointer glyph.  Instead, you probably want to be calling
@code{set-glyph-image} on an existing glyph,
e.g. @code{text-pointer-glyph}.

@defun make-icon-glyph &optional spec-list

Return a new @code{icon-glyph} object with the specification list
@var{spec-list}.  This function is equivalent to calling
@code{make-glyph} with a @var{type} of @code{icon}.
@end defun

@code{make-icon-glyph} is normally used only by XEmacs initialization
code.  It is extremely unlikely that you will ever need to create a icon
glyph.  Instead, you probably want to be calling @code{set-glyph-image}
on the existing glyph, @code{frame-icon-glyph}.


@node Buffer Glyphs, Redisplay Glyphs, Creating Glyphs, Using Glyphs
@subsection Buffer Glyphs

Creating a glyph using @code{make-glyph} does not specify @emph{where}
the glyph will be used, it only specifies @emph{what} the glyph will
look like.  Once you have created a glyph, you specify where it will be
used by attaching it to an extent as a @emph{begin-glyph} or
@emph{end-glyph}.

@table @code
@item buffer text
To insert a glyph into a buffer, create an extent in the buffer and then
use @code{set-extent-begin-glyph} or @code{set-extent-end-glyph} to set
a glyph to be displayed at the corresponding edge of the extent.  (It is
common to create zero-width extents for this purpose.)

@item margins
To insert a glyph into the left or right margin of a buffer, first
make sure the margin is visible by setting a value for the specifiers
@code{left-margin-width} or @code{right-margin-width}.  (Not strictly necessary
when using margin glyphs with layout policy @code{whitespace}.)  Follow
the same procedure above for inserting a glyph in a buffer, then
set a non-default layout policy for the glyph using
@code{set-extent-begin-glyph-layout} or @code{set-extent-end-glyph-layout}.
Alternatively, use the high-level annotations API (see
@code{make-annotation}).  (In fact, you can also use the annotations
API for glyphs in a buffer, by setting a layout policy of @code{text}.)

@end table


@node Redisplay Glyphs, Frame Glyphs, Buffer Glyphs, Using Glyphs
@subsection Redisplay Glyphs

To use a glyph to control the shape of miscellaneous redisplay effects
such as the truncation and continuation markers, set the appropriate
existing glyph variables with @code{set-glyph-image}.  See
@code{continuation-glyph}, @code{control-arrow-glyph},
@code{hscroll-glyph}, @code{invisible-text-glyph},
@code{octal-escape-glyph}, and @code{truncation-glyph}.  See also
@code{overlay-arrow-string}, an odd redisplay leftover which can be set
to a glyph you created, and will cause the glyph to be displayed on top
of the text position specified in the marker stored in
@code{overlay-arrow-position}.

To use a glyph in a display table (i.e. to control the appearance of any
individual character), create the appropriate character glyphs and then
set a specification for the specifier @code{current-display-table},
which controls the appearance of characters.  You can also set an
overriding display table for use with text displayed in a particular
face; see @code{set-face-display-table} and @code{make-display-table}.
#### Note: Display tables do not currently support general Mule
characters.  They will be overhauled at some point to support this
and to provide other features required under Mule.  @ref{Display Tables}.

Glyphs are not actually used as the background pixmaps of faces, but the
API is similar.  The
background pixmap of a face is actually an image specifier -- probably
the only place in XEmacs where an image specifier occurs outside of a
glyph.  If you would like to use a glyph's image as a background pixmap,
you can extract it with @code{glyph-image}, and then add it to a face.
@xref{Face Convenience Functions}.

@defvr Glyph truncation-glyph
This variable specifies what is displayed at the end of truncated lines.
@end defvr

@defvr Glyph continuation-glyph
This variable specifies what is displayed at the end of wrapped lines.
@end defvr

@defvr Glyph octal-escape-glyph
This variable specifies what to prefix character codes displayed in octal
with.
@end defvr

@defvr Glyph hscroll-glyph
This variable specifies what to display at the beginning of horizontally
scrolled lines.
@end defvr

@defvr Glyph invisible-text-glyph
This variable specifies what to use to indicate the presence of
invisible text.  This is the glyph that is displayed when an ellipsis is
called for, according to @code{selective-display-ellipses} or
@code{buffer-invisibility-spec}).  Normally this is three dots (``...'').
@end defvr

@defvr Glyph control-arrow-glyph
This variable specifies what to use as an arrow for control characters.
@end defvr


@node Frame Glyphs, External Glyphs, Redisplay Glyphs, Using Glyphs
@subsection Frame Glyphs

There are also a number of special objects whose appearance is specified
by a glyph.  Most of these a global objects that you update with
@code{set-glyph-image}, such as mouse pointers.  Frame icons, toolbar
button icons, and the modeline are the main non-text objects which
accept glyphs as elements.

@table @code
@item modeline
A glyph may be displayed in the modeline by inserting the glyph as one
of the elements of the modeline format.  (Unfortunately you can't
currently put a begin glyph or end glyph on one of the modeline
extents---they're ignored.)

@item toolbar
To insert a glyph into a toolbar, specify it as the icon part of a toolbar
button, which in turn must be part of a toolbar instantiator (typically
set on the specifier @code{default-toolbar}).
See @code{default-toolbar} for more information. (As a convenience, you
may use a symbol in place of the glyph list in the toolbar button
instantiator; the symbol is evalled to get the glyph list.  This
facilitates both creating the toolbar instantiator and modifying
individual glyphs in a toolbar later on.  For example, you can change
the way that the Mail toolbar button looks by modifying the value of the
variable @code{toolbar-mail-icon} (in general, @code{toolbar-*-icon})
and then calling @code{(set-specifier-dirty-flag default-toolbar)}.
(#### Unfortunately this doesn't quite work the way it should; the
change will appear in new frames, but not existing ones, because once an
image has been displayed the pixmap replaces the symbol for those domains.)

@item gutter
To insert a glyph into a gutter, use
@code{set-extent-begin-glyph} or @code{set-extent-end-glyph} to set a
glyph to be displayed at the corresponding edge of extent in a string,
similar to the way you insert glyphs in a buffer.  Then insert the
string into the gutter @ref{Specifying a Gutter}.  Glyphs that are
frequently used in this way are @code{tab control} and @code{progress
bar} glyphs.

@end table


@node External Glyphs, Native GUI Widgets, Frame Glyphs, Using Glyphs
@subsection External Glyphs
@cindex frame icon
@cindex icon, frame
@cindex mouse cursor
@cindex cursor (mouse)
@cindex pointer (mouse)
@cindex mouse pointer

There are two special kinds of glyph that are not displayed by XEmacs.
Instead, they are used to set the appearance of iconified frames and the
mouse pointer.  Because these uses are constrained by the window system,
icons and pointers have their own special types @xref{Glyph Types}.

You may use a glyph as the icon for a frame.  Do not create a new glyph;
instead, change the specifications for the existing glyph
@code{frame-icon-glyph} with @code{set-glyph-image}.  This is a unique,
predefined object.  Although the natural usage is to set specifications
for the global locale or a frame locale, you can also arrange for a
special icon when a frame's selected window displays a particular buffer
by using a buffer locale.

The shape of the mouse pointer when over a particular section of a frame
is controlled using various glyph variables.  Since the image of a glyph
is a specifier, it can be controlled on a per-buffer, per-frame, per-window,
or per-device basis.

To use a glyph as the mouse pointer, in general you do not create a new
glyph, but rather you change the specifications of various existing
glyphs, such as @code{text-pointer-glyph} for the pointer used over
text, @code{modeline-pointer-glyph} for the pointer used over the
modeline, etc.  Do an apropos over @samp{pointer-glyph} to find all of
them.  (Note also that you can temporarily set the mouse pointer to some
specific shape by using @code{set-frame-pointer}, which takes an image
instance, as obtained from calling @code{glyph-image-instance} on a glyph
of type @code{pointer} -- either one of the above-mentioned variables or
one you created yourself.  (See below for what it means to create a
glyph of type @code{pointer}.)  This pointer will last only until the
next mouse motion event is processed or certain other things happen,
such as creating or deleting a window. (In fact, the above-mentioned
pointer glyph variables are implemented as part of the default handler
for mouse motion events.  If you want to customize this behavior, take a
look at @code{mode-motion-hook}, or @code{mouse-motion-handler} if you
really want to get low-level.)

You should use @code{set-glyph-image} to set the following variables,
@emph{not} @code{setq}.

@defvr Glyph text-pointer-glyph
This variable specifies the shape of the mouse pointer when over text.
@end defvr

@defvr Glyph nontext-pointer-glyph
This variable specifies the shape of the mouse pointer when over a
buffer, but not over text.  If unspecified in a particular domain,
@code{text-pointer-glyph} is used.
@end defvr

@defvr Glyph modeline-pointer-glyph
This variable specifies the shape of the mouse pointer when over the modeline.
If unspecified in a particular domain, @code{nontext-pointer-glyph} is used.
@end defvr

@defvr Glyph selection-pointer-glyph
This variable specifies the shape of the mouse pointer when over a
selectable text region.  If unspecified in a particular domain,
@code{text-pointer-glyph} is used.
@end defvr

@defvr Glyph gc-pointer-glyph
This variable specifies the shape of the mouse pointer when a garbage
collection is in progress.  If the selected window is on a window system
and this glyph specifies a value (i.e. a pointer image instance) in the
domain of the selected window, the pointer will be changed as specified
during garbage collection.  Otherwise, a message will be printed in the
echo area, as controlled by @code{gc-message}.
@end defvr

@defvr Glyph busy-pointer-glyph
This variable specifies the shape of the mouse pointer when XEmacs is busy.
If unspecified in a particular domain, the pointer is not changed
when XEmacs is busy.
@end defvr

@defvr Glyph menubar-pointer-glyph
This variable specifies the shape of the mouse pointer when over the
menubar.  If unspecified in a particular domain, the
window-system-provided default pointer is used.
@end defvr

@defvr Glyph scrollbar-pointer-glyph
This variable specifies the shape of the mouse pointer when over a
scrollbar.  If unspecified in a particular domain, the
window-system-provided default pointer is used.
@end defvr

@defvr Glyph toolbar-pointer-glyph
This variable specifies the shape of the mouse pointer when over a
toolbar.  If unspecified in a particular domain,
@code{nontext-pointer-glyph} is used.
@end defvr

Internally, these variables are implemented in
@code{default-mouse-motion-handler}, and thus only take effect when the
mouse moves.  That function calls @code{set-frame-pointer}, which sets
the current mouse pointer for a frame.

@defun set-frame-pointer frame image-instance
This function sets the mouse pointer of @var{frame} to the given pointer
image instance.  You should not call this function directly.
(If you do, the pointer will change again the next time the mouse moves.)
@end defun


@node Native GUI Widgets, Subwindows, External Glyphs, Using Glyphs
@subsection Native GUI Widgets
@cindex native widget

A ``native widget'' is a primitive GUI object defined either by the host
GUI platform or an external toolkit, and accessed from Lisp as a
``glyph.''

@menu
* Introduction to Widgets::     Native widgets provide tight integration of
                                GUI features with the platform GUI.
* Lisp API to Native Widgets::  Native widgets are glyphs.
* Layouts::                     Specifying composite widgets from Lisp.
* Primitive Widgets::           Catalogue of available native widgets.
@end menu

@node Introduction to Widgets, Lisp API to Native Widgets, Native GUI Widgets, Native GUI Widgets
@subsubsection Introduction to Native Widgets and Subwindow Glyphs

Traditionally Emacsen have hidden the GUI apparatus from the Lisp
programmer, but in XEmacs 21.4 the ability to embed autonomous GUI
objects, called @dfn{native widgets}, in text was added to Lisp.  They
are handled as @emph{glyphs}.  Unlike traditional XEmacs
glyphs such images and strings, native widgets are opaque to XEmacs, and
must be able to redraw themselves because they are implemented as
subwindows, not as graphics drawn by XEmacs into the text window.

Primitive widgets are coded in C using the underlying GUI toolkit, and
thus are beyond the scope of the @emph{XEmacs Lisp Reference Manual}.
However, composite widgets can be created in Lisp using ``layouts,''
which are horizontal or vertical arrays of subwidgets.  For example, the
search dialog is formatted using layouts.

@node Lisp API to Native Widgets, Layouts, Introduction to Widgets, Native GUI Widgets
@subsubsection Lisp API to Native Widgets

Native widgets are manipulated as @emph{glyphs} (@pxref{Glyphs}).  Thus
they are created using @code{make-glyph}, with a format of one of the
widget types and a @code{:data} property specific to the widget being
instantiated.

However, there is a technical difference between widgets and other kinds
of glyphs that is theoretically important.  Because widgets
are active (that is, they can respond to user input events themselves),
it is possible for the user to become aware that two appearances of the
``same'' glyph are actually separate instances.  For example, if a user
changes an image glyph from red to blue, and the buffer containing the
glyph appears in more than one window, the user will perceive all the
appearances to change from red to blue simultaneously.  However, suppose
the glyph is a button glyph (@emph{e.g.}, as used in the Customize
buffer for the Set, Save, and Done buttons).  Then if the Customize
buffer appears in several windows at the same time, and the user clicks
on the button, she will only perceive the button to be depressed in the
window where she clicked the button.

It seems from this example that it is unlikely to be a problem in
practice.  When the user is faced with an active widget, it seems likely
that attention will focus on the widget being manipulated, and having
other instances of the widget respond simultaneously might be more
disconcerting than the actual case.

@node Layouts, Primitive Widgets, Lisp API to Native Widgets, Native GUI Widgets
@subsubsection Layouts

An XEmacs @dfn{layout} is a one-dimensional array of glyphs.  It is a
widget for controlling the positioning of children underneath it.
Through the use of nested layouts, a widget hierarchy can be created
which can have the appearance of any standard dialog box or similar
arrangement; all of this is counted as one "glyph" and could appear in
many of the places that expect a single glyph.

(There are also @dfn{native layouts}, but I don't know what these are or
how they are used.)

A layout descriptor is an image instantiator, @emph{i.e.}, a vector of
the form @samp{[FORMAT KEY-1 VALUE-1 KEY-2 VALUE-2 ...]} with format
@code{layout}, and properties

@c #### need defaults for these
@table @code
@item :orientation
Specifies the orientation of the contained array of glyphs.  The value
must be one of the symbols @code{horizontal} or @code{vertical}.

@item :horizontally-justify
Specifies the horizontal justification of the items in the array.  The
value must be one of the symbols @code{:right}, @code{:center}, or
@code{:left}.

@item :vertically-justify
Specifies the vertical justification of the items in the array.  The
value must be one of the symbols @code{:top}, @code{:center}, or
@code{:bottom}.

@item :justify
Specifies justification.  #### not understood.

@item :border
A glyph to place in the border.  The value must be an image
instantiator.

@item :items
The glyphs controlled by the layout.  The value must be a list of image
instantiators.
@end table

Here is the specification of the search dialog widget created by
@code{make-search-dialog} in the @file{dialog-items} library, which
makes use of recursive layouts.

@example
(make-glyph
 `[layout 
   :orientation horizontal 
   :vertically-justify top 
   :horizontally-justify center 
   :border [string :data "Search"]
   :items 
   ([layout :orientation vertical 
            :justify top	; implies left also
            :items 
            ([string :data "Search for:"]
     	[button :descriptor "Match Case"
     		:style toggle
     		:selected (not case-fold-search)
     		:callback (setq case-fold-search
     				(not case-fold-search))]
     	[button :descriptor "Regular Expression"
     		:style toggle
     		:selected search-dialog-regexp
     		:callback (setq search-dialog-regexp
     				(not search-dialog-regexp))]
     	[button :descriptor "Forwards"
     		:style radio
     		:selected search-dialog-direction
     		:callback (setq search-dialog-direction t)]
     	[button :descriptor "Backwards"
     		:style radio
     		:selected (not search-dialog-direction)
     		:callback (setq search-dialog-direction nil)]
     	)]
    [layout :orientation vertical
            :vertically-justify top
            :horizontally-justify right
            :items
            ([edit-field :width 15 :descriptor "" :active t
     		    :initial-focus t]
     	[button :width 10 :descriptor "Find Next"
     		:callback-ex
     		(lambda (image-instance event)
     		  (search-dialog-callback ,parent
     					  image-instance
     					  event))]
     	[button :width 10 :descriptor "Cancel"
     		:callback-ex
     		(lambda (image-instance event)
     		  (isearch-dehighlight)
     		  (delete-frame 
     		   (event-channel event)))])])])
@end example

@node Primitive Widgets,  , Layouts, Native GUI Widgets
@subsubsection Primitive Widgets

@c #### the following table should be replaced with a menu of nodes
@table @code
@item button
A button widget; either a push button, radio button or toggle
button.

@item combo-box
A drop list of selectable items in a widget, for editing text.

@item edit-field
A text editing widget.

@item label
A static, text-only, widget; for displaying text.

@item progress-gauge
A sliding widget, for showing progress.

@item tab-control
A tab widget; a series of user selectable tabs.

@item tree-view
A folding widget.

@item scrollbar
A scrollbar widget.  (#### Probably not the same as the scrollbar
controlling an Emacs window.)
@end table


@node Subwindows,  , Native GUI Widgets, Using Glyphs
@subsection Subwindows

Subwindows are not currently implemented.
@c #### Check status of subwindows ... I thought Andy implemented them.

@defun subwindowp object
This function returns non-@code{nil} if @var{object} is a subwindow.
@end defun


@node Manipulating Glyphs, Glyph Examples, Using Glyphs, Glyphs
@section Manipulating Glyphs

  Each glyphs has properties that may be accessed.  Most of these can
also be set after the glyph is initialized, with the exception of the
glyph's type.  This is not a real restriction, as it is almost never
useful to create glyphs of types other than @code{buffer}.

@menu
* Glyph Properties::	Accessing and modifying a glyph's properties.
* Glyph Convenience Functions::  Accessing particular properties of a glyph.
* Glyph Dimensions::	Determining the height, width, etc. of a glyph.
* Glyph Types::		Each glyph has a particular type.
@end menu


@node Glyph Properties, Glyph Convenience Functions, Manipulating Glyphs, Manipulating Glyphs
@subsection Glyph Properties

Each glyph has a list of properties, which control all of the aspects of
the glyph's appearance.  The following symbols have predefined meanings:

@table @code
@item image
The image used to display the glyph.

@item baseline
Percent above baseline that glyph is to be displayed.  Only for glyphs
displayed inside of a buffer.

@item contrib-p
Whether the glyph contributes to the height of the line it's on.
Only for glyphs displayed inside of a buffer.

@item face
Face of this glyph (@emph{not} a specifier).
@end table

@defun set-glyph-property glyph property value &optional locale tag-set how-to-add
This function changes a property of a @var{glyph}.

For built-in properties, the actual value of the property is a specifier
and you cannot change this; but you can change the specifications within
the specifier, and that is what this function will do.  The glyph face
is an exception; it is a face name (a symbol) or a face object, not a
specifier.  (The face properties themselves are typically specifiers.)
For user-defined properties, you can use this function to either change
the actual value of the property or, if this value is a specifier,
change the specifications within it.

If @var{property} is a built-in property, the specifications to be added
to this property can be supplied in many different ways:

@itemize @bullet
@item
If @var{value} is a simple instantiator (e.g. a string naming a pixmap
filename) or a list of instantiators, then the instantiator(s) will be
added as a specification of the property for the given @var{locale}
(which defaults to @code{global} if omitted).

@item
If @var{value} is a list of specifications (each of which is a cons of a
locale and a list of instantiators), then @var{locale} must be
@code{nil} (it does not make sense to explicitly specify a locale in
this case), and specifications will be added as given.

@item
If @var{value} is a specifier (as would be returned by
@code{glyph-property} if no @var{locale} argument is given), then some
or all of the specifications in the specifier will be added to the
property.  In this case, the function is really equivalent to
@code{copy-specifier} and @var{locale} has the same semantics (if it is
a particular locale, the specification for the locale will be copied; if
a locale type, specifications for all locales of that type will be
copied; if @code{nil} or @code{all}, then all specifications will be
copied).
@end itemize

@var{how-to-add} should be either @code{nil} or one of the symbols
@code{prepend}, @code{append}, @code{remove-tag-set-prepend},
@code{remove-tag-set-append}, @code{remove-locale},
@code{remove-locale-type}, or @code{remove-all}.  See
@code{copy-specifier} and @code{add-spec-to-specifier} for a description
of what each of these means.  Most of the time, you do not need to worry
about this argument; the default behavior usually is fine.

In general, it is OK to pass an instance object (e.g. as returned by
@code{glyph-property-instance}) as an instantiator in place of an actual
instantiator.  In such a case, the instantiator used to create that
instance object will be used (for example, if you set a font-instance
object as the value of the @code{font} property, then the font name used
to create that object will be used instead).  In some cases, however,
doing this conversion does not make sense, and this will be noted in the
documentation for particular types of instance objects.

If @var{property} is not a built-in property, then this function will
simply set its value if @var{locale} is @code{nil}.  However, if
@var{locale} is given, then this function will attempt to add
@var{value} as the instantiator for the given @var{locale}, using
@code{add-spec-to-specifier}.  If the value of the property is not a
specifier, it will automatically be converted into a @code{generic}
specifier.
@end defun

@defun glyph-property glyph property &optional locale
This function returns @var{glyph}'s value of the given @var{property}.

If @var{locale} is omitted, the @var{glyph}'s actual value for
@var{property} will be returned.  For built-in properties, this will be
a specifier object of a type appropriate to the property (e.g. a font or
color specifier).  For other properties, this could be anything.

If @var{locale} is supplied, then instead of returning the actual value,
the specification(s) for the given locale or locale type will be
returned.  This will only work if the actual value of @var{property} is
a specifier (this will always be the case for built-in properties, but
may or may not apply to user-defined properties).  If the actual value
of @var{property} is not a specifier, this value will simply be returned
regardless of @var{locale}.

The return value will be a list of instantiators (e.g. vectors
specifying pixmap data), or a list of specifications, each of which is a
cons of a locale and a list of instantiators.  Specifically, if
@var{locale} is a particular locale (a buffer, window, frame, device, or
@code{global}), a list of instantiators for that locale will be
returned.  Otherwise, if @var{locale} is a locale type (one of the
symbols @code{buffer}, @code{window}, @code{frame}, or @code{device}),
the specifications for all locales of that type will be returned.
Finally, if @var{locale} is @code{all}, the specifications for all
locales of all types will be returned.

The specifications in a specifier determine what the value of
@var{property} will be in a particular @dfn{domain} or set of
circumstances, which is typically a particular Emacs window along with
the buffer it contains and the frame and device it lies within.  The
value is derived from the instantiator associated with the most specific
locale (in the order buffer, window, frame, device, and @code{global})
that matches the domain in question.  In other words, given a domain
(i.e. an Emacs window, usually), the specifier for @var{property} will
first be searched for a specification whose locale is the buffer
contained within that window; then for a specification whose locale is
the window itself; then for a specification whose locale is the frame
that the window is contained within; etc.  The first instantiator that
is valid for the domain (usually this means that the instantiator is
recognized by the device [i.e. the X server or TTY device] that the
domain is on).  The function @code{glyph-property-instance} actually does
all this, and is used to determine how to display the glyph.
@end defun

@defun glyph-property-instance glyph property &optional domain default no-fallback
This function returns the instance of @var{glyph}'s @var{property} in the
specified @var{domain}.

Under most circumstances, @var{domain} will be a particular window, and
the returned instance describes how the specified property actually is
displayed for that window and the particular buffer in it.  Note that
this may not be the same as how the property appears when the buffer is
displayed in a different window or frame, or how the property appears in
the same window if you switch to another buffer in that window; and in
those cases, the returned instance would be different.

The returned instance is an image-instance object, and you can query it
using the appropriate image instance functions.  For example, you could use
@code{image-instance-depth} to find out the depth (number of color
planes) of a pixmap displayed in a particular window.  The results might
be different from the results you would get for another window (perhaps
the user specified a different image for the frame that window is on; or
perhaps the same image was specified but the window is on a different X
server, and that X server has different color capabilities from this
one).

@var{domain} defaults to the selected window if omitted.

@var{domain} can be a frame or device, instead of a window.  The value
returned for such a domain is used in special circumstances when a
more specific domain does not apply; for example, a frame value might be
used for coloring a toolbar, which is conceptually attached to a frame
rather than a particular window.  The value is also useful in
determining what the value would be for a particular window within the
frame or device, if it is not overridden by a more specific
specification.

If @var{property} does not name a built-in property, its value will
simply be returned unless it is a specifier object, in which case it
will be instantiated using @code{specifier-instance}.

Optional arguments @var{default} and @var{no-fallback} are the same as
in @code{specifier-instance}.  @xref{Specifiers}.
@end defun

@defun remove-glyph-property glyph property &optional locale tag-set exact-p
This function removes a property from a glyph.  For built-in properties,
this is analogous to @code{remove-specifier}.  @xref{Specifiers,
remove-specifier-p}, for the meaning of the @var{locale}, @var{tag-set},
and @var{exact-p} arguments.
@end defun


@node Glyph Convenience Functions, Glyph Dimensions, Glyph Properties, Manipulating Glyphs
@subsection Glyph Convenience Functions

  The following functions are provided for working with specific
properties of a glyph.  Note that these are exactly like calling
the general functions described above and passing in the
appropriate value for @var{property}.

  Remember that if you want to determine the ``value'' of a
specific glyph property, you probably want to use the @code{*-instance}
functions.  For example, to determine whether a glyph contributes
to its line height, use @code{glyph-contrib-p-instance}, not
@code{glyph-contrib-p}. (The latter will return a boolean specifier
or a list of specifications, and you probably aren't concerned with
these.)

@defun glyph-image glyph &optional locale
This function is equivalent to calling @code{glyph-property} with
a property of @code{image}.  The return value will be an image
specifier if @var{locale} is @code{nil} or omitted; otherwise,
it will be a specification or list of specifications.
@end defun

@defun set-glyph-image glyph spec &optional locale tag-set how-to-add
This function is equivalent to calling @code{set-glyph-property} with
a property of @code{image}.
@end defun

@defun glyph-image-instance glyph &optional domain default no-fallback
This function returns the instance of @var{glyph}'s image in the given
@var{domain}, and is equivalent to calling
@code{glyph-property-instance} with a property of @code{image}.  The
return value will be an image instance.

Normally @var{domain} will be a window or @code{nil} (meaning the
selected window), and an instance object describing how the image
appears in that particular window and buffer will be returned.
@end defun

@defun glyph-contrib-p glyph &optional locale
This function is equivalent to calling @code{glyph-property} with
a property of @code{contrib-p}.  The return value will be a boolean
specifier if @var{locale} is @code{nil} or omitted; otherwise,
it will be a specification or list of specifications.
@end defun

@defun set-glyph-contrib-p glyph spec &optional locale tag-set how-to-add
This function is equivalent to calling @code{set-glyph-property} with
a property of @code{contrib-p}.
@end defun

@defun glyph-contrib-p-instance glyph &optional domain default no-fallback
This function returns whether the glyph contributes to its line height
in the given @var{domain}, and is equivalent to calling
@code{glyph-property-instance} with a property of @code{contrib-p}.  The
return value will be either @code{nil} or @code{t}. (Normally @var{domain}
will be a window or @code{nil}, meaning the selected window.)
@end defun

@defun glyph-baseline glyph &optional locale
This function is equivalent to calling @code{glyph-property} with a
property of @code{baseline}.  The return value will be a specifier if
@var{locale} is @code{nil} or omitted; otherwise, it will be a
specification or list of specifications.
@end defun

@defun set-glyph-baseline glyph spec &optional locale tag-set how-to-add
This function is equivalent to calling @code{set-glyph-property} with
a property of @code{baseline}.
@end defun

@defun glyph-baseline-instance glyph &optional domain default no-fallback
This function returns the instance of @var{glyph}'s baseline value in
the given @var{domain}, and is equivalent to calling
@code{glyph-property-instance} with a property of @code{baseline}.  The
return value will be an integer or @code{nil}.

Normally @var{domain} will be a window or @code{nil} (meaning the
selected window), and an instance object describing the baseline value
appears in that particular window and buffer will be returned.
@end defun

@defun glyph-face glyph
This function returns the face of @var{glyph}. (Remember, this is
not a specifier, but a simple property.)
@end defun

@defun set-glyph-face glyph face
This function changes the face of @var{glyph} to @var{face}.
@end defun


@node Glyph Dimensions, Glyph Types, Glyph Convenience Functions, Manipulating Glyphs
@subsection Glyph Dimensions

@defun glyph-width glyph &optional window
This function returns the width of @var{glyph} on @var{window}.  This
may not be exact as it does not take into account all of the context
that redisplay will.
@end defun

@defun glyph-ascent glyph &optional window
This function returns the ascent value of @var{glyph} on @var{window}.
This may not be exact as it does not take into account all of the
context that redisplay will.
@end defun

@defun glyph-descent glyph &optional window
This function returns the descent value of @var{glyph} on @var{window}.
This may not be exact as it does not take into account all of the
context that redisplay will.
@end defun

@defun glyph-height glyph &optional window
This function returns the height of @var{glyph} on @var{window}.  (This
is equivalent to the sum of the ascent and descent values.)  This may
not be exact as it does not take into account all of the context that
redisplay will.
@end defun


@node Glyph Types,  , Glyph Dimensions, Manipulating Glyphs
@subsection Glyph Types

  Each glyph has a particular type, which controls how the glyph's image
is generated.  Each glyph type has a corresponding list of allowable
image instance types that can be generated.  When you call
@code{glyph-image-instance} to retrieve the image instance of a glyph,
XEmacs does the equivalent of calling @code{make-image-instance} and
passing in @var{dest-types} the list of allowable image instance types
for the glyph's type.

@itemize @bullet
@item
@code{buffer} glyphs can be used as the begin-glyph or end-glyph of an
extent, in the modeline, and in the toolbar.  Their image can be
instantiated as @code{nothing}, @code{mono-pixmap}, @code{color-pixmap},
@code{text}, and @code{subwindow}.
@c #### Check status of subwindows ... I thought Andy implemented them.

@item
@code{pointer} glyphs can be used to specify the mouse pointer.  Their
image can be instantiated as @code{pointer}.

@item
@code{icon} glyphs can be used to specify the icon used when a frame is
iconified.  Their image can be instantiated as @code{mono-pixmap} and
@code{color-pixmap}.
@end itemize

@defun glyph-type glyph
This function returns the type of the given glyph.  The return value
will be a symbol, one of @code{buffer}, @code{pointer}, or @code{icon}.
@end defun

@defun valid-glyph-type-p glyph-type
Given a @var{glyph-type}, this function returns non-@code{nil} if it is
valid.
@end defun

@defun glyph-type-list
This function returns a list of valid glyph types.
@end defun

@defun buffer-glyph-p object
This function returns non-@code{nil} if @var{object} is a glyph of type
@code{buffer}.
@end defun

@defun icon-glyph-p object
This function returns non-@code{nil} if @var{object} is a glyph of type
@code{icon}.
@end defun

@defun pointer-glyph-p object
This function returns non-@code{nil} if @var{object} is a glyph of type
@code{pointer}.
@end defun


@node Glyph Examples,  , Manipulating Glyphs, Glyphs
@section Glyph Examples

For many applications, displaying graphics is a simple process: you
create a glyph, and then you insert it into a buffer.

The easiest way to create a glyph is to use a file that contains a
graphical image, such as a JPEG, TIFF, or PNG file:

@lisp
;; Create a glyph from a JPEG file:
(setq foo (make-glyph [jpeg :file "/tmp/file1.jpg"]))
@end lisp

@lisp
;; Create a glyph from a XPM file:
(setq foo (make-glyph [xpm :file "/tmp/file2.xpm"]))
@end lisp

@lisp
;; Create a glyph from a PNG file:
(setq foo (make-glyph [png :file "/tmp/file3.png"]))
@end lisp

@lisp
;; Create a glyph from a TIFF file:
(setq foo (make-glyph [tiff :file "/tmp/file4.tiff"]))
@end lisp

The parameters passed to @code{make-glyph} are called "Image
Specifiers", and can handle more image types than those shown above.
You can also put the raw image data into a string (e.g., if you put the
contents of a JPEG file into a string), and use that to create a glyph.
@xref{Image Instantiators}, for more information.

@quotation
@strong{Caution}: In order for XEmacs to read a particular graphics file
format, support for that format must have been compiled into XEmacs.
It's possible, although somewhat unlikely, for XEmacs to have been
compiled without support for any of the various graphics file formats.
To see what graphics formats your particular version of XEmacs supports,
use @kbd{M-x describe-installation}.

To programmatically query whether or not a particular file format is
supported, you can use the @code{featurep} function, with one of:
@code{gif}, @code{tiff}, @code{jpeg}, @code{xpm}, @code{xbm},
@code{png}, or @code{xface}.  For an up-to-date list, @ref{Image
Instantiators}.  Example:

@example
;; Returns `t' if TIFF is supported:
(featurep 'tiff)
@end example

Another example is:

@example
;; Returns a list of `t' or `nil', depending on whether or not the
;; corresponding feature is supported:
(mapcar #'(lambda (format-symbol) (featurep format-symbol))
        '(gif tiff jpeg xpm png))
@end example

@end quotation

Once you have a glyph, you can then insert it into a buffer.  Example:

@lisp
;; Use this function to insert a glyph at the left edge of point in the
;; current buffer.  Any existing glyph at this location is replaced.
(defun insert-glyph (gl)
  "Insert a glyph at the left edge of point."
  (let ( (prop 'myimage)        ;; myimage is an arbitrary name, chosen
                                ;; to (hopefully) not conflict with any
                                ;; other properties.  Change it if
                                ;; necessary.
         extent )
    ;; First, check to see if one of our extents already exists at
    ;; point.  For ease-of-programming, we are creating and using our
    ;; own extents (multiple extents are allowed to exist/overlap at the
    ;; same point, and it's quite possible for other applications to
    ;; embed extents in the current buffer without your knowledge).
    ;; Basically, if an extent, with the property stored in "prop",
    ;; exists at point, we assume that it is one of ours, and we re-use
    ;; it (this is why it is important for the property stored in "prop"
    ;; to be unique, and only used by us).
    (if (not (setq extent (extent-at (point) (current-buffer) prop)))
      (progn
        ;; If an extent does not already exist, create a zero-length
        ;; extent, and give it our special property.
        (setq extent (make-extent (point) (point) (current-buffer)))
        (set-extent-property extent prop t)
        ))
    ;; Display the glyph by storing it as the extent's "begin-glyph".
    (set-extent-property extent 'begin-glyph gl)
    ))

;; You can then use this function like:
(insert-glyph (make-glyph [jpeg :file "/tmp/file1.jpg"]))
;; This will insert the glyph at point.

;; Here's an example of how to insert two glyphs side-by-side, at point
;; (using the above code):
(progn
  (insert-glyph (make-glyph [jpeg :file "/tmp/file1.jpg"]))
  ;; Create a new extent at point.  We can't simply call "insert-glyph",
  ;; as "insert-glyph" will simply replace the first glyph with the
  ;; second.
  (setq extent (make-extent (point) (point) (current-buffer)))
  ;; Here, we're only setting the 'myimage property in case we need
  ;; to later identify/locate/reuse this particular extent.
  (set-extent-property extent 'myimage t)
  (set-extent-property extent 'begin-glyph
                       (make-glyph [jpeg :file "/tmp/file2.jpg"]))
  )

@end lisp

Here are the gory details:

@itemize @bullet

@item
Glyphs are displayed by attaching them to extents (see @ref{Extents}),
either to the beginning or the end of extents.

Note that extents can be used for many things, and not just for
displaying images (although, in the above example, we are creating our
own extent for the sole purpose of displaying an image).  Also, note
that multiple extents are allowed to exist at the same position, and
they can overlap.

@item
Glyphs are often displayed inside the text area (alongside text).  This
is the default.

Although glyphs can also be displayed in the margins, how to do this
will not be described here.  For more information on this, see
@ref{Annotation Basics} (look for information on "layout types") and
@ref{Extent Properties} (look for @code{begin-glyph-layout} and
@code{end-glyph-layout}).

@item
The easiest way to insert a glyph into text is to create a zero-length
extent at the point where you want the glyph to appear.

Note that zero-length extents are attached to the character to the
right of the extent; deleting this character will also delete the extent.

@item
It's often a good idea to assign a unique property to the newly-created
extent, in case you later want to locate it, and replace any existing
glyph with a different one (or just delete the existing one).  In the
above example, we are using "myimage" as our (hopefully) unique property
name.

If you need to locate all of the extents, you'll have to use functions
like @code{extent-list} or @code{next-extent}, or provide additional
parameters to the @code{extent-at} function.  Assigning a unique
property to the extent makes it easy to locate your extents; for
example, @code{extent-list} can return only those extents with a
particular property.  @xref{Finding Extents}, and @ref{Mapping Over
Extents}, for more information.

@item
Glyphs are displayed by assigning then to the @code{begin-glyph} or
@code{end-glyph} property of the extent.  For zero-length extents, it
doesn't really matter if you assign the glyph to the @code{begin-glyph}
or @code{end-glyph} property, as they are both at the same location;
however, for non-zero-length extents (extents that cover one or more
characters of text), it does matter which one you use.

Assigning @code{nil} to the @code{begin-glyph} or @code{end-glyph}
property will delete any existing glyph.  In this case, you may also
want to delete the extent, assuming that the extent is used for no other
purpose.

@item
If you happen to insert two glyphs, side-by-side, note that the example
@code{insert-glyph} function will have trouble, if it's again used at
the same point (it can only locate one of the two extents).
@xref{Finding Extents}, and @ref{Mapping Over Extents}, for more
information on locating extents in a buffer.

@item
Among other things, glyphs provide a way of displaying graphics
alongside text.  Note, however, that glyphs only provide a way of
displaying graphics; glyphs are not actually part of the text, and are
only displayed alongside the text.  If you save the text in the buffer,
the graphics are not saved.  The low-level glyph code does not provide a
way of saving graphics with the text.  If you need to save graphics and
text, you have to write your own code to do this, and this topic is
outside the scope of this discussion.

@end itemize