Mercurial > hg > xemacs-beta
view man/lispref/display.texi @ 5646:7aa144d1404b
Remove a redundant double division, number-mp.c:bignum_ceil().
src/ChangeLog addition:
2012-04-14 Aidan Kehoe <kehoea@parhasard.net>
* number-mp.c (bignum_ceil): Remove a redundant double division
from this function.
author | Aidan Kehoe <kehoea@parhasard.net> |
---|---|
date | Sat, 14 Apr 2012 21:18:11 +0100 |
parents | 62b9ef1ed4ac |
children | 9fae6227ede5 |
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@c -*-texinfo-*- @c This is part of the XEmacs Lisp Reference Manual. @c Copyright (C) 1990, 1991, 1992, 1993, 1994, 1998 Free Software Foundation, Inc. @c See the file lispref.texi for copying conditions. @setfilename ../../info/display.info @node Display, Hash Tables, Annotations, Top @chapter Emacs Display This chapter describes a number of other features related to the display that XEmacs presents to the user. @menu * Refresh Screen:: Clearing the screen and redrawing everything on it. * Truncation:: Folding or wrapping long text lines. * The Echo Area:: Where messages are displayed. * Warnings:: Display of Warnings. * Invisible Text:: Hiding part of the buffer text. * Selective Display:: Hiding part of the buffer text (the old way). * Overlay Arrow:: Display of an arrow to indicate position. * Temporary Displays:: Displays that go away automatically. * Blinking:: How XEmacs shows the matching open parenthesis. * Usual Display:: The usual conventions for displaying nonprinting chars. * Display Tables:: How to specify other conventions. * Beeping:: Audible signal to the user. @end menu @node Refresh Screen @section Refreshing the Screen The function @code{redraw-frame} redisplays the entire contents of a given frame. @xref{Frames}. @defun redraw-frame &optional frame no-preempt This function clears and redisplays frame @var{frame}. @var{frame} defaults to the selected frame if omitted. Normally, redisplay is preempted as normal if input arrives. However, if optional second arg @var{no-preempt} is non-@code{nil}, redisplay will not stop for input and is guaranteed to proceed to completion. @end defun Even more powerful is @code{redraw-display}: @deffn Command redraw-display &optional device This function redraws all frames on @var{device} marked as having their image garbled. @var{device} defaults to the selected device. If @var{device} is @code{t}, all devices will have their frames checked. @end deffn Processing user input takes absolute priority over redisplay. If you call these functions when input is available, they do nothing immediately, but a full redisplay does happen eventually---after all the input has been processed. Normally, suspending and resuming XEmacs also refreshes the screen. Some terminal emulators record separate contents for display-oriented programs such as XEmacs and for ordinary sequential display. If you are using such a terminal, you might want to inhibit the redisplay on resumption. @xref{Suspending XEmacs}. @defvar no-redraw-on-reenter @cindex suspend (cf. @code{no-redraw-on-reenter}) @cindex resume (cf. @code{no-redraw-on-reenter}) This variable controls whether XEmacs redraws the entire screen after it has been suspended and resumed. Non-@code{nil} means yes, @code{nil} means no. @end defvar @cindex display update @cindex update display @cindex refresh display The above functions do not actually cause the display to be updated; rather, they clear out the internal display records that XEmacs maintains, so that the next time the display is updated it will be redrawn from scratch. Normally this occurs the next time that @code{next-event} or @code{sit-for} is called; however, a display update will not occur if there is input pending. @xref{Command Loop}. @defun force-cursor-redisplay &optional frame This function causes an immediate update of the cursor on @var{frame}, which defaults to the selected frame. @end defun @node Truncation @section Truncation @cindex line wrapping @cindex continuation lines @cindex @samp{$} in display @cindex @samp{\} in display When a line of text extends beyond the right edge of a window, the line can either be truncated or continued on the next line. When a line is truncated, this is normally shown with a @samp{\} in the rightmost column of the window on X displays, and with a @samp{$} on TTY devices. When a line is continued or ``wrapped'' onto the next line, this is shown with a curved arrow in the rightmost column of the window (or with a @samp{\} on TTY devices). The additional screen lines used to display a long text line are called @dfn{continuation} lines. Normally, whenever line truncation is in effect for a particular window, a horizontal scrollbar is displayed in that window if the device supports scrollbars. @xref{Scrollbars}. Note that continuation is different from filling; continuation happens on the screen only, not in the buffer contents, and it breaks a line precisely at the right margin, not at a word boundary. @xref{Filling}. @defopt truncate-lines This buffer-local variable controls how XEmacs displays lines that extend beyond the right edge of the window. If it is non-@code{nil}, then XEmacs does not display continuation lines; rather each line of text occupies exactly one screen line, and a backslash appears at the edge of any line that extends to or beyond the edge of the window. The default is @code{nil}. If the variable @code{truncate-partial-width-windows} is non-@code{nil}, then truncation is always used for side-by-side windows (within one frame) regardless of the value of @code{truncate-lines}. @end defopt @defopt default-truncate-lines This variable is the default value for @code{truncate-lines}, for buffers that do not have local values for it. @end defopt @defopt truncate-partial-width-windows This variable controls display of lines that extend beyond the right edge of the window, in side-by-side windows (@pxref{Splitting Windows}). If it is non-@code{nil}, these lines are truncated; otherwise, @code{truncate-lines} says what to do with them. @end defopt The backslash and curved arrow used to indicate truncated or continued lines are only defaults, and can be changed. These images are actually glyphs (@pxref{Glyphs}). XEmacs provides a great deal of flexibility in how glyphs can be controlled. (This differs from FSF Emacs, which uses display tables to control these images.) For details, @ref{Redisplay Glyphs}. @ignore Not yet in XEmacs If your buffer contains @strong{very} long lines, and you use continuation to display them, just thinking about them can make Emacs redisplay slow. The column computation and indentation functions also become slow. Then you might find it advisable to set @code{cache-long-line-scans} to @code{t}. @defvar cache-long-line-scans If this variable is non-@code{nil}, various indentation and motion functions, and Emacs redisplay, cache the results of scanning the buffer, and consult the cache to avoid rescanning regions of the buffer unless they are modified. Turning on the cache slows down processing of short lines somewhat. This variable is automatically local in every buffer. @end defvar @end ignore @node The Echo Area @section The Echo Area @cindex error display @cindex echo area The @dfn{echo area} is used for displaying messages made with the @code{message} primitive, and for echoing keystrokes. It is not the same as the minibuffer, despite the fact that the minibuffer appears (when active) in the same place on the screen as the echo area. The @cite{XEmacs Lisp Reference Manual} specifies the rules for resolving conflicts between the echo area and the minibuffer for use of that screen space (@pxref{Minibuffer,, The Minibuffer, xemacs, The XEmacs Lisp Reference Manual}). Such a conflicts may be avoided at all as described in @ref{Customizing Message Display}. Error messages appear in the echo area; see @ref{Errors}. You can write output in the echo area by using the Lisp printing functions with @code{t} as the stream (@pxref{Output Functions}), or as follows: @defun message string &rest arguments This function displays a one-line message in the echo area. The argument @var{string} is similar to a C language @code{printf} control string. See @code{format} in @ref{String Conversion}, for the details on the conversion specifications. @code{message} returns the constructed string. In batch mode, @code{message} prints the message text on the standard error stream, followed by a newline. @c Emacs 19 feature If @var{string} is @code{nil}, @code{message} clears the echo area. If the minibuffer is active, this brings the minibuffer contents back onto the screen immediately. @example @group (message "Minibuffer depth is %d." (minibuffer-depth)) @print{} Minibuffer depth is 0. @result{} "Minibuffer depth is 0." @end group @group ---------- Echo Area ---------- Minibuffer depth is 0. ---------- Echo Area ---------- @end group @end example @end defun In addition to only displaying a message, XEmacs allows you to @dfn{label} your messages, giving you fine-grained control of their display. Message label is a symbol denoting the message type. Some standard labels are: @itemize @bullet @item @code{message}---default label used by the @code{message} function; @item @code{error}---default label used for reporting errors; @item @code{progress}---progress indicators like @samp{Converting... 45%} (not logged by default); @item @code{prompt}---prompt-like messages like @samp{Isearch: foo} (not logged by default); @item @code{command}---helper command messages like @samp{Mark set} (not logged by default); @item @code{no-log}---messages that should never be logged @end itemize Several messages may be stacked in the echo area at once. Lisp programs may access these messages, or remove them as appropriate, via the message stack. @defun display-message label message &optional frame stdout-p This function displays @var{message} (a string) labeled as @var{label}, as described above. The @var{frame} argument specifies the frame to whose minibuffer the message should be printed. This is currently unimplemented. The @var{stdout-p} argument is used internally. @example (display-message 'command "Mark set") @end example @end defun @defun lmessage label string &rest arguments This function displays a message @var{string} with label @var{label}. It is similar to @code{message} in that it accepts a @code{printf}-like strings and any number of arguments. @example @group ;; @r{Display a command message.} (lmessage 'command "Comment column set to %d" comment-column) @end group @group ;; @r{Display a progress message.} (lmessage 'progress "Fontifying %s... (%d)" buffer percentage) @end group @group ;; @r{Display a message that should not be logged.} (lmessage 'no-log "Done") @end group @end example @end defun @defun clear-message &optional label frame stdout-p no-restore This function remove any message with the given @var{label} from the message-stack, erasing it from the echo area if it's currently displayed there. If a message remains at the head of the message-stack and @var{no-restore} is @code{nil}, it will be displayed. The string which remains in the echo area will be returned, or @code{nil} if the message-stack is now empty. If @var{label} is @code{nil}, the entire message-stack is cleared. @example ;; @r{Show a message, wait for 2 seconds, and restore old minibuffer} ;; @r{contents.} (message "A message") @print{} A message @result{} "A Message" (lmessage 'my-label "Newsflash! Newsflash!") @print{} Newsflash! Newsflash! @result{} "Newsflash! Newsflash!" (sit-for 2) (clear-message 'my-label) @print{} A message @result{} "A message" @end example Unless you need the return value or you need to specify a label, you should just use @code{(message nil)}. @end defun @defun current-message &optional frame This function returns the current message in the echo area, or @code{nil}. The @var{frame} argument is currently unused. @end defun Some of the messages displayed in the echo area are also recorded in the @samp{ *Message-Log*} buffer. Exactly which messages will be recorded can be tuned using the following variables. @defopt log-message-max-size This variable specifies the maximum size of the @samp{ *Message-log*} buffer. @end defopt @defvar log-message-ignore-labels This variable specifies the labels whose messages will not be logged. It should be a list of symbols. @end defvar @defvar log-message-ignore-regexps This variable specifies the regular expressions matching messages that will not be logged. It should be a list of regular expressions. Normally, packages that generate messages that might need to be ignored should label them with @code{progress}, @code{prompt}, or @code{no-log}, so they can be filtered by @code{log-message-ignore-labels}. @end defvar @defvar echo-keystrokes This variable determines how much time should elapse before command characters echo. Its value must be a number, which specifies the number of seconds to wait before echoing. If the user types a prefix key (such as @kbd{C-x}) and then delays this many seconds before continuing, the prefix key is echoed in the echo area. Any subsequent characters in the same command will be echoed as well. If the value is zero, then command input is not echoed. @end defvar @defvar cursor-in-echo-area This variable controls where the cursor appears when a message is displayed in the echo area. If it is non-@code{nil}, then the cursor appears at the end of the message. Otherwise, the cursor appears at point---not in the echo area at all. The value is normally @code{nil}; Lisp programs bind it to @code{t} for brief periods of time. @end defvar @menu * Customizing Message Display:: @end menu @node Customizing Message Display @subsection Customizing Message Display Message display function specify message intended for echo area by putting message text into @code{" *Echo Area*"} buffer. When event loop code decides to update display after displaying the message, text of this buffer is erased. How exactly the text will be displayed may be affected by the following. @findex redisplay-echo-area @defvar redisplay-echo-area-function The function called to display echo area text. The default variable value, @code{redisplay-echo-area} function, does that by displaying the text in the same place on the screen as the echo area. So does other redisplay code. User code can avoid this regardless of what redisplay code will run afterwards by erasing text of @code{" *Echo Area*"} buffer. @end defvar @defvar undisplay-echo-area-function The variable value, if non-@code{nil}, is called by command loop after erasing text of @code{" *Echo Area*"} buffer. It must clean up data created by @code{redisplay-echo-area-function} value. @end defvar @defvar minibuffer-echo-wait-function The function is called by command loop only when minibuffer was active and message was displayed (text appeared in @code{" *Echo Area*"} buffer). It must wait after displaying message so that user can read it. By default, when the variable value is @code{nil}, the equivalent of @code{(sit-for 2)} is run. @end defvar @node Warnings @section Warnings XEmacs contains a facility for unified display of various warnings. Unlike errors, warnings are displayed in the situations when XEmacs encounters a problem that is recoverable, but which should be fixed for safe future operation. For example, warnings are printed by the startup code when it encounters problems with X keysyms, when there is an error in @file{.emacs}, and in other problematic situations. Unlike messages, warnings are displayed in a separate buffer, and include an explanatory message that may span across several lines. Here is an example of how a warning is displayed: @example (1) (initialization/error) An error has occurred while loading ~/.emacs: Symbol's value as variable is void: bogus-variable To ensure normal operation, you should investigate the cause of the error in your initialization file and remove it. Use the `-debug-init' option to XEmacs to view a complete error backtrace. @end example Each warning has a @dfn{class} and a @dfn{priority level}. The class is a symbol describing what sort of warning this is, such as @code{initialization}, @code{resource} or @code{key-mapping}. The warning priority level specifies how important the warning is. The recognized warning levels, in increased order of priority, are: @code{debug}, @code{info}, @code{notice}, @code{warning}, @code{error}, @code{critical}, @code{alert} and @code{emergency}. @defun display-warning class message &optional level This function displays a warning message @var{message} (a string). @var{class} should be a warning class symbol, as described above, or a list of such symbols. @var{level} describes the warning priority level. If unspecified, it default to @code{warning}. @example @group (display-warning 'resource "Bad resource specification encountered: something like Emacs*foo: bar You should replace the * with a . in order to get proper behavior when you use the specifier and/or `set-face-*' functions.") @end group @group ---------- Warning buffer ---------- (1) (resource/warning) Bad resource specification encountered: something like Emacs*foo: bar You should replace the * with a . in order to get proper behavior when you use the specifier and/or `set-face-*' functions. ---------- Warning buffer ---------- @end group @end example @end defun @defun lwarn class level message &rest args This function displays a formatted labeled warning message. As above, @var{class} should be the warning class symbol, or a list of such symbols, and @var{level} should specify the warning priority level (@code{warning} by default). Unlike in @code{display-warning}, @var{message} may be a formatted message, which will be, together with the rest of the arguments, passed to @code{format}. @example (lwarn 'message-log 'warning "Error caught in `remove-message-hook': %s" (error-message-string e)) @end example @end defun @defvar log-warning-minimum-level This variable specifies the minimum level of warnings that should be generated. Warnings with level lower than defined by this variable are completely ignored, as if they never happened. @end defvar @defvar display-warning-minimum-level This variable specifies the minimum level of warnings that should be displayed. Unlike @code{log-warning-minimum-level}, setting this function does not suppress warnings entirely---they are still generated in the @samp{*Warnings*} buffer, only they are not displayed by default. @end defvar @defvar log-warning-suppressed-classes This variable specifies a list of classes that should not be logged or displayed. If any of the class symbols associated with a warning is the same as any of the symbols listed here, the warning will be completely ignored, as it they never happened. @end defvar @defvar display-warning-suppressed-classes This variable specifies a list of classes that should not be logged or displayed. If any of the class symbols associated with a warning is the same as any of the symbols listed here, the warning will not be displayed. The warning will still logged in the *Warnings* buffer (unless also contained in `log-warning-suppressed-classes'), but the buffer will not be automatically popped up. @end defvar @node Invisible Text @section Invisible Text @cindex invisible text You can make characters @dfn{invisible}, so that they do not appear on the screen, with the @code{invisible} property. This can be either a text property or a property of an overlay. In the simplest case, any non-@code{nil} @code{invisible} property makes a character invisible. This is the default case---if you don't alter the default value of @code{buffer-invisibility-spec}, this is how the @code{invisibility} property works. This feature is much like selective display (@pxref{Selective Display}), but more general and cleaner. More generally, you can use the variable @code{buffer-invisibility-spec} to control which values of the @code{invisible} property make text invisible. This permits you to classify the text into different subsets in advance, by giving them different @code{invisible} values, and subsequently make various subsets visible or invisible by changing the value of @code{buffer-invisibility-spec}. Controlling visibility with @code{buffer-invisibility-spec} is especially useful in a program to display the list of entries in a data base. It permits the implementation of convenient filtering commands to view just a part of the entries in the data base. Setting this variable is very fast, much faster than scanning all the text in the buffer looking for properties to change. @defvar buffer-invisibility-spec This variable specifies which kinds of @code{invisible} properties actually make a character invisible. @table @asis @item @code{t} A character is invisible if its @code{invisible} property is non-@code{nil}. This is the default. @item a list Each element of the list makes certain characters invisible. Ultimately, a character is invisible if any of the elements of this list applies to it. The list can have two kinds of elements: @table @code @item @var{atom} A character is invisible if its @code{invisible} property value is @var{atom} or if it is a list with @var{atom} as a member. @item (@var{atom} . t) A character is invisible if its @code{invisible} property value is @var{atom} or if it is a list with @var{atom} as a member. Moreover, if this character is at the end of a line and is followed by a visible newline, it displays an ellipsis. @end table @end table @end defvar Ordinarily, commands that operate on text or move point do not care whether the text is invisible. However, the user-level line motion commands explicitly ignore invisible newlines. Since this causes a slow-down of these commands it is turned off by default, controlled by the variable @code{line-move-ignore-invisible}. @node Selective Display @section Selective Display @cindex selective display @dfn{Selective display} is a pair of features that hide certain lines on the screen. The first variant, explicit selective display, is designed for use in a Lisp program. The program controls which lines are hidden by altering the text. Outline mode has traditionally used this variant. It has been partially replaced by the invisible text feature (@pxref{Invisible Text}); there is a new version of Outline mode which uses that instead. In the second variant, the choice of lines to hide is made automatically based on indentation. This variant is designed to be a user-level feature. The way you control explicit selective display is by replacing a newline (control-j) with a carriage return (control-m). The text that was formerly a line following that newline is now invisible. Strictly speaking, it is temporarily no longer a line at all, since only newlines can separate lines; it is now part of the previous line. Selective display does not directly affect editing commands. For example, @kbd{C-f} (@code{forward-char}) moves point unhesitatingly into invisible text. However, the replacement of newline characters with carriage return characters affects some editing commands. For example, @code{next-line} skips invisible lines, since it searches only for newlines. Modes that use selective display can also define commands that take account of the newlines, or that make parts of the text visible or invisible. When you write a selectively displayed buffer into a file, all the control-m's are output as newlines. This means that when you next read in the file, it looks OK, with nothing invisible. The selective display effect is seen only within XEmacs. @defvar selective-display This buffer-local variable enables selective display. This means that lines, or portions of lines, may be made invisible. @itemize @bullet @item If the value of @code{selective-display} is @code{t}, then any portion of a line that follows a control-m is not displayed. @item If the value of @code{selective-display} is a positive integer, then lines that start with more than that many columns of indentation are not displayed. @end itemize When some portion of a buffer is invisible, the vertical movement commands operate as if that portion did not exist, allowing a single @code{next-line} command to skip any number of invisible lines. However, character movement commands (such as @code{forward-char}) do not skip the invisible portion, and it is possible (if tricky) to insert or delete text in an invisible portion. In the examples below, we show the @emph{display appearance} of the buffer @code{foo}, which changes with the value of @code{selective-display}. The @emph{contents} of the buffer do not change. @example @group (setq selective-display nil) @result{} nil ---------- Buffer: foo ---------- 1 on this column 2on this column 3n this column 3n this column 2on this column 1 on this column ---------- Buffer: foo ---------- @end group @group (setq selective-display 2) @result{} 2 ---------- Buffer: foo ---------- 1 on this column 2on this column 2on this column 1 on this column ---------- Buffer: foo ---------- @end group @end example @end defvar @defvar selective-display-ellipses If this buffer-local variable is non-@code{nil}, then XEmacs displays @samp{@dots{}} at the end of a line that is followed by invisible text. This example is a continuation of the previous one. @example @group (setq selective-display-ellipses t) @result{} t ---------- Buffer: foo ---------- 1 on this column 2on this column ... 2on this column 1 on this column ---------- Buffer: foo ---------- @end group @end example You can use a display table to substitute other text for the ellipsis (@samp{@dots{}}). @xref{Display Tables}. @end defvar @node Overlay Arrow @section The Overlay Arrow @cindex overlay arrow The @dfn{overlay arrow} is useful for directing the user's attention to a particular line in a buffer. For example, in the modes used for interface to debuggers, the overlay arrow indicates the line of code about to be executed. @defvar overlay-arrow-string This variable holds the string to display to call attention to a particular line, or @code{nil} if the arrow feature is not in use. Despite its name, the value of this variable can be either a string or a glyph (@pxref{Glyphs}). @end defvar @defvar overlay-arrow-position This variable holds a marker that indicates where to display the overlay arrow. It should point at the beginning of a line. The arrow text appears at the beginning of that line, overlaying any text that would otherwise appear. Since the arrow is usually short, and the line usually begins with indentation, normally nothing significant is overwritten. The overlay string is displayed only in the buffer that this marker points into. Thus, only one buffer can have an overlay arrow at any given time. @c !!! overlay-arrow-position: but the overlay string may remain in the display @c of some other buffer until an update is required. This should be fixed @c now. Is it? @end defvar You can do the same job by creating an extent with a @code{begin-glyph} property. @xref{Extent Properties}. @node Temporary Displays @section Temporary Displays Temporary displays are used by commands to put output into a buffer and then present it to the user for perusal rather than for editing. Many of the help commands use this feature. @deffn {Special Operator} with-output-to-temp-buffer buffer-name forms@dots{} This function executes @var{forms} while arranging to insert any output they print into the buffer named @var{buffer-name}. The buffer is then shown in some window for viewing, displayed but not selected. The string @var{buffer-name} specifies the temporary buffer, which need not already exist. The argument must be a string, not a buffer. The buffer is erased initially (with no questions asked), and it is marked as unmodified after @code{with-output-to-temp-buffer} exits. @code{with-output-to-temp-buffer} binds @code{standard-output} to the temporary buffer, then it evaluates the forms in @var{forms}. Output using the Lisp output functions within @var{forms} goes by default to that buffer (but screen display and messages in the echo area, although they are ``output'' in the general sense of the word, are not affected). @xref{Output Functions}. The value of the last form in @var{forms} is returned. @example @group ---------- Buffer: foo ---------- This is the contents of foo. ---------- Buffer: foo ---------- @end group @group (with-output-to-temp-buffer "foo" (print 20) (print standard-output)) @result{} #<buffer foo> ---------- Buffer: foo ---------- 20 #<buffer foo> ---------- Buffer: foo ---------- @end group @end example @end deffn @defvar temp-buffer-show-function If this variable is non-@code{nil}, @code{with-output-to-temp-buffer} calls it as a function to do the job of displaying a help buffer. The function gets one argument, which is the buffer it should display. In Emacs versions 18 and earlier, this variable was called @code{temp-buffer-show-hook}. @end defvar @defun momentary-string-display string position &optional char message This function momentarily displays @var{string} in the current buffer at @var{position}. It has no effect on the undo list or on the buffer's modification status. The momentary display remains until the next input event. If the next input event is @var{char}, @code{momentary-string-display} ignores it and returns. Otherwise, that event remains buffered for subsequent use as input. Thus, typing @var{char} will simply remove the string from the display, while typing (say) @kbd{C-f} will remove the string from the display and later (presumably) move point forward. The argument @var{char} is a space by default. The return value of @code{momentary-string-display} is not meaningful. You can do the same job in a more general way by creating an extent with a begin-glyph property. @xref{Extent Properties}. If @var{message} is non-@code{nil}, it is displayed in the echo area while @var{string} is displayed in the buffer. If it is @code{nil}, a default message says to type @var{char} to continue. In this example, point is initially located at the beginning of the second line: @example @group ---------- Buffer: foo ---------- This is the contents of foo. @point{}Second line. ---------- Buffer: foo ---------- @end group @group (momentary-string-display "**** Important Message! ****" (point) ?\r "Type RET when done reading") @result{} t @end group @group ---------- Buffer: foo ---------- This is the contents of foo. **** Important Message! ****Second line. ---------- Buffer: foo ---------- ---------- Echo Area ---------- Type RET when done reading ---------- Echo Area ---------- @end group @end example This function works by actually changing the text in the buffer. As a result, if you later undo in this buffer, you will see the message come and go. @end defun @node Blinking @section Blinking Parentheses @cindex parenthesis matching @cindex blinking @cindex balancing parentheses @cindex close parenthesis This section describes the mechanism by which XEmacs shows a matching open parenthesis when the user inserts a close parenthesis. @vindex blink-paren-hook @defvar blink-paren-function The value of this variable should be a function (of no arguments) to be called whenever a character with close parenthesis syntax is inserted. The value of @code{blink-paren-function} may be @code{nil}, in which case nothing is done. @quotation @strong{Please note:} This variable was named @code{blink-paren-hook} in older Emacs versions, but since it is not called with the standard convention for hooks, it was renamed to @code{blink-paren-function} in version 19. @end quotation @end defvar @defvar blink-matching-paren If this variable is @code{nil}, then @code{blink-matching-open} does nothing. @end defvar @defvar blink-matching-paren-distance This variable specifies the maximum distance to scan for a matching parenthesis before giving up. @end defvar @defvar blink-matching-paren-delay This variable specifies the number of seconds for the cursor to remain at the matching parenthesis. A fraction of a second often gives good results, but the default is 1, which works on all systems. @end defvar @deffn Command blink-matching-open This function is the default value of @code{blink-paren-function}. It assumes that point follows a character with close parenthesis syntax and moves the cursor momentarily to the matching opening character. If that character is not already on the screen, it displays the character's context in the echo area. To avoid long delays, this function does not search farther than @code{blink-matching-paren-distance} characters. Here is an example of calling this function explicitly. @smallexample @group (defun interactive-blink-matching-open () "Indicate momentarily the start of sexp before point." (interactive) @end group @group (let ((blink-matching-paren-distance (buffer-size)) (blink-matching-paren t)) (blink-matching-open))) @end group @end smallexample @end deffn @node Usual Display @section Usual Display Conventions The usual display conventions define how to display each character code. You can override these conventions by setting up a display table (@pxref{Display Tables}). Here are the usual display conventions: @itemize @bullet @item Character codes 32 through 126 map to glyph codes 32 through 126. Normally this means they display as themselves. @item Character code 9 is a horizontal tab. It displays as whitespace up to a position determined by @code{tab-width}. @item Character code 10 is a newline. @item All other codes in the range 0 through 31, and code 127, display in one of two ways according to the value of @code{ctl-arrow}. If it is non-@code{nil}, these codes map to sequences of two glyphs, where the first glyph is the @sc{ascii} code for @samp{^}. (A display table can specify a glyph to use instead of @samp{^}.) Otherwise, these codes map just like the codes in the range 128 to 255. @item Character codes 128 through 255 map to sequences of four glyphs, where the first glyph is the @sc{ascii} code for @samp{\}, and the others are digit characters representing the code in octal. (A display table can specify a glyph to use instead of @samp{\}.) @end itemize The usual display conventions apply even when there is a display table, for any character whose entry in the active display table is @code{nil}. Thus, when you set up a display table, you need only specify the characters for which you want unusual behavior. These variables affect the way certain characters are displayed on the screen. Since they change the number of columns the characters occupy, they also affect the indentation functions. @defopt ctl-arrow @cindex control characters in display This buffer-local variable controls how control characters are displayed. If it is non-@code{nil}, they are displayed as a caret followed by the character: @samp{^A}. If it is @code{nil}, they are displayed as a backslash followed by three octal digits: @samp{\001}. @end defopt @c Following may have overfull hbox. @defvar default-ctl-arrow The value of this variable is the default value for @code{ctl-arrow} in buffers that do not override it. @xref{Default Value}. @end defvar @defopt tab-width The value of this variable is the spacing between tab stops used for displaying tab characters in Emacs buffers. The default is 8. Note that this feature is completely independent from the user-settable tab stops used by the command @code{tab-to-tab-stop}. @xref{Indent Tabs}. @end defopt @node Display Tables @section Display Tables @cindex display table You can use the @dfn{display table} feature to control how all 256 possible character codes display on the screen. This is useful for displaying European languages that have letters not in the @sc{ascii} character set. The display table maps each character code into a sequence of @dfn{runes}, each rune being an image that takes up one character position on the screen. You can also define how to display each rune on your terminal, using the @dfn{rune table}. @menu * Display Table Format:: What a display table consists of. * Active Display Table:: How XEmacs selects a display table to use. * Character Descriptors:: Format of an individual element of a display table. @end menu @ignore Not yet working in XEmacs? * ISO Latin 1:: How to use display tables to support the ISO Latin 1 character set. @end ignore @node Display Table Format @subsection Display Table Format A display table is an array of 256 elements. (In FSF Emacs, a display table is 262 elements. The six extra elements specify the truncation and continuation glyphs, etc. This method is very kludgey, and in XEmacs the variables @code{truncation-glyph}, @code{continuation-glyph}, etc. are used. @xref{Truncation}.) @defun make-display-table This creates and returns a display table. The table initially has @code{nil} in all elements. @end defun The 256 elements correspond to character codes; the @var{n}th element says how to display the character code @var{n}. The value should be @code{nil}, a string, a glyph, or a vector of strings and glyphs (@pxref{Character Descriptors}). If an element is @code{nil}, it says to display that character according to the usual display conventions (@pxref{Usual Display}). If you use the display table to change the display of newline characters, the whole buffer will be displayed as one long ``line.'' For example, here is how to construct a display table that mimics the effect of setting @code{ctl-arrow} to a non-@code{nil} value: @example (setq disptab (make-display-table)) (let ((i 0)) (while (< i 32) (or (= i ?\t) (= i ?\n) (aset disptab i (concat "^" (char-to-string (+ i 64))))) (setq i (1+ i))) (aset disptab 127 "^?")) @end example @node Active Display Table @subsection Active Display Table @cindex active display table The active display table is controlled by the variable @code{current-display-table}. This is a specifier, which means that you can specify separate values for it in individual buffers, windows, frames, and devices, as well as a global value. It also means that you cannot set this variable using @code{setq}; use @code{set-specifier} instead. @xref{Specifiers}. (FSF Emacs uses @code{window-display-table}, @code{buffer-display-table}, @code{standard-display-table}, etc. to control the display table. However, specifiers are a cleaner and more powerful way of doing the same thing. FSF Emacs also uses a different format for the contents of a display table, using additional indirection to a ``glyph table'' and such. Note that ``glyph'' has a different meaning in XEmacs.) @defvar current-display-table The display table currently in use. This is a specifier. Display tables are used to control how characters are displayed. Each time that redisplay processes a character, it is looked up in all the display tables that apply (obtained by calling @code{specifier-instance} on @code{current-display-table} and any overriding display tables specified in currently active faces). The first entry found that matches the character determines how the character is displayed. If there is no matching entry, the default display method is used. (Non-control characters are displayed as themselves and control characters are displayed according to the buffer-local variable @code{ctl-arrow}. Control characters are further affected by @code{control-arrow-glyph} and @code{octal-escape-glyph}.) Each instantiator in this specifier and the display-table specifiers in faces is a display table or a list of such tables. If a list, each table will be searched in turn for an entry matching a particular character. Each display table is one of @itemize @bullet @item A vector, specifying values for characters starting at 0. @item A char table, either of type @code{char} or @code{generic}. @item A range table. @end itemize Each entry in a display table should be one of @itemize @bullet @item nil (this entry is ignored and the search continues). @item A character (use this character; if it happens to be the same as the original character, default processing happens, otherwise redisplay attempts to display this character directly; #### At some point recursive display-table lookup will be implemented). @item A string (display each character in the string directly; #### At some point recursive display-table lookup will be implemented). @item A glyph (display the glyph; #### At some point recursive display-table lookup will be implemented when a string glyph is being processed). @item A cons of the form (format "@var{string}") where @var{string} is a printf-like spec used to process the character. #### Unfortunately no formatting directives other than %% are implemented. @item A vector (each element of the vector is processed recursively; in such a case, nil elements in the vector are simply ignored). #### At some point in the near future, display tables are likely to be expanded to include other features, such as referencing characters in particular fonts and allowing the character search to continue all the way up the chain of specifier instantiators. These features are necessary to properly display Unicode characters. @end itemize @end defvar Individual faces can also specify an overriding display table; this is set using @code{set-face-display-table}. @xref{Faces}. If no display table can be determined for a particular window, then XEmacs uses the usual display conventions. @xref{Usual Display}. @node Character Descriptors @subsection Character Descriptors @cindex character descriptor Each element of the display-table vector describes how to display a particular character and is called a @dfn{character descriptor}. A character descriptor can be: @table @asis @item a string Display this particular string wherever the character is to be displayed. @item a glyph Display this particular glyph wherever the character is to be displayed. @item a vector The vector may contain strings and/or glyphs. Display the elements of the vector one after another wherever the character is to be displayed. @item @code{nil} Display according to the standard interpretation (@pxref{Usual Display}). @end table @ignore Not yet working in XEmacs? @node ISO Latin 1 @subsection ISO Latin 1 If you have a terminal that can handle the entire ISO Latin 1 character set, you can arrange to use that character set as follows: @example (require 'disp-table) ;; @r{Set char codes 160--255 to display as themselves.} ;; @r{(Codes 128--159 are the additional control characters.)} (standard-display-8bit 160 255) @end example If you are editing buffers written in the ISO Latin 1 character set and your terminal doesn't handle anything but @sc{ascii}, you can load the file @file{iso-ascii} to set up a display table that displays the other ISO characters as explanatory sequences of @sc{ascii} characters. For example, the character ``o with umlaut'' displays as @samp{@{"o@}}. Some European countries have terminals that don't support ISO Latin 1 but do support the special characters for that country's language. You can define a display table to work one language using such terminals. For an example, see @file{lisp/iso-swed.el}, which handles certain Swedish terminals. You can load the appropriate display table for your terminal automatically by writing a terminal-specific Lisp file for the terminal type. @end ignore @node Beeping @section Beeping @cindex beeping @cindex bell @cindex sound You can make XEmacs ring a bell, play a sound, or blink the screen to attract the user's attention. Be conservative about how often you do this; frequent bells can become irritating. Also be careful not to use beeping alone when signaling an error is appropriate. (@xref{Errors}.) @defun ding &optional dont-terminate sound device @cindex keyboard macro termination This function beeps, or flashes the screen (see @code{visible-bell} below). It also terminates any keyboard macro currently executing unless @var{dont-terminate} is non-@code{nil}. If @var{sound} is specified, it should be a symbol specifying which sound to make. This sound will be played if @code{visible-bell} is @code{nil}. (This only works if sound support was compiled into the executable and you are running on the console of a Sun SparcStation, SGI, HP9000s700, or Linux PC. Otherwise you just get a beep.) The optional third argument specifies what device to make the sound on, and defaults to the selected device. @end defun @defun beep &optional dont-terminate sound device This is a synonym for @code{ding}. @end defun @defopt visible-bell This variable determines whether XEmacs should flash the screen to represent a bell. Non-@code{nil} means yes, @code{nil} means no. On TTY devices, this is effective only if the Termcap entry for the terminal type has the visible bell flag (@samp{vb}) set. @end defopt @defvar sound-alist This variable holds an alist associating names with sounds. When @code{beep} or @code{ding} is called with one of the name symbols, the associated sound will be generated instead of the standard beep. Each element of @code{sound-alist} is a list describing a sound. The first element of the list is the name of the sound being defined. Subsequent elements of the list are alternating keyword/value pairs: @table @code @item sound A string of raw sound data, or the name of another sound to play. The symbol @code{t} here means use the default X beep. @item volume An integer from 0-100, defaulting to @code{bell-volume}. @item pitch If using the default X beep, the pitch (Hz) to generate. @item duration If using the default X beep, the duration (milliseconds). @end table For compatibility, elements of `sound-alist' may also be: @itemize @bullet @item @code{( sound-name . <sound> )} @item @code{( sound-name <volume> <sound> )} @end itemize You should probably add things to this list by calling the function @code{load-sound-file}. Caveats: @itemize @minus @item You can only play audio data if running on the console screen of a Sun SparcStation, SGI, or HP9000s700. @item The pitch, duration, and volume options are available everywhere, but many X servers ignore the `pitch' option. @end itemize The following beep-types are used by XEmacs itself: @table @code @item auto-save-error when an auto-save does not succeed @item command-error when the XEmacs command loop catches an error @item undefined-key when you type a key that is undefined @item undefined-click when you use an undefined mouse-click combination @item no-completion during completing-read @item y-or-n-p when you type something other than 'y' or 'n' @item yes-or-no-p when you type something other than 'yes' or 'no' @item default used when nothing else is appropriate. @end table Other lisp packages may use other beep types, but these are the ones that the C kernel of XEmacs uses. @end defvar @defopt bell-volume This variable specifies the default volume for sounds, from 0 to 100. @end defopt @deffn Command load-default-sounds This function loads and installs some sound files as beep-types. @end deffn @deffn Command load-sound-file filename sound-name &optional volume This function reads in an audio file and adds it to @code{sound-alist}. The sound file must be in the Sun/NeXT U-LAW format. @var{sound-name} should be a symbol, specifying the name of the sound. If @var{volume} is specified, the sound will be played at that volume; otherwise, the value of @code{bell-volume} will be used. @end deffn @defun play-sound sound &optional volume device This function plays sound @var{sound}, which should be a symbol mentioned in @code{sound-alist}. If @var{volume} is specified, it overrides the value (if any) specified in @code{sound-alist}. @var{device} specifies the device to play the sound on, and defaults to the selected device. @end defun @deffn Command play-sound-file file &optional volume device This function plays the named sound file at volume @var{volume}, which defaults to @code{bell-volume}. @var{device} specifies the device to play the sound on, and defaults to the selected device. @end deffn