+
+/*** Internal function: cancels any pending input requests on the window and presents a warning if not INPUT_REQUEST_NONE ***/
+void
+cancel_old_input_request(winid_t win)
+{
+ switch(win->input_request_type) {
+ case INPUT_REQUEST_NONE:
+ break; /* All is well */
+ case INPUT_REQUEST_CHARACTER:
+ case INPUT_REQUEST_CHARACTER_UNICODE:
+ glk_cancel_char_event(win);
+ WARNING("Cancelling pending char event");
+ break;
+ case INPUT_REQUEST_LINE:
+ case INPUT_REQUEST_LINE_UNICODE:
+ glk_cancel_line_event(win, NULL);
+ WARNING("Cancelling pending line event");
+ break;
+ default:
+ WARNING("Could not cancel pending input request: unknown input request");
+ }
+}
+
+/**
+ * glk_set_echo_line_event:
+ * @win: The window in which to change the echoing behavior.
+ * @val: Zero to turn off echoing, nonzero for normal echoing.
+ *
+ * Normally, after line input is completed or cancelled in a buffer window, the
+ * library ensures that the complete input line (or its latest state, after
+ * cancelling) is displayed at the end of the buffer, followed by a newline.
+ * This call allows you to suppress this behavior. If the @val argument is zero,
+ * all <emphasis>subsequent</emphasis> line input requests in the given window
+ * will leave the buffer unchanged after the input is completed or cancelled;
+ * the player's input will not be printed. If @val is nonzero, subsequent input
+ * requests will have the normal printing behavior.
+ *
+ * <note><para>
+ * Note that this feature is unrelated to the window's echo stream.
+ * </para></note>
+ *
+ * If you turn off line input echoing, you can reproduce the standard input
+ * behavior by following each line input event (or line input cancellation) by
+ * printing the input line, in the Input style, followed by a newline in the
+ * original style.
+ *
+ * The glk_set_echo_line_event() does not affect a pending line input request.
+ * It also has no effect in non-buffer windows.
+ * <note><para>
+ * In a grid window, the game can overwrite the input area at will, so there
+ * is no need for this distinction.
+ * </para></note>
+ *
+ * Not all libraries support this feature. You can test for it with
+ * %gestalt_LineInputEcho.
+ */
+void
+glk_set_echo_line_event(winid_t win, glui32 val)
+{
+ VALID_WINDOW(win, return);
+}
+
+/**
+ * glk_set_terminators_line_event:
+ * @win: The window for which to set the line input terminator keys.
+ * @keycodes: An array of <code>keycode_</code> constants, of length @count.
+ * @count: The array length of @keycodes.
+ *
+ * It is possible to request that other keystrokes complete line input as well.
+ * (This allows a game to intercept function keys or other special keys during
+ * line input.) To do this, call glk_set_terminators_line_event(), and pass an
+ * array of @count keycodes. These must all be special keycodes (see <link
+ * linkend="chimara-Character-Input">Character Input</link>). Do not include
+ * regular printable characters in the array, nor %keycode_Return (which
+ * represents the default <keycap>enter</keycap> key and will always be
+ * recognized). To return to the default behavior, pass a %NULL or empty array.
+ *
+ * The glk_set_terminators_line_event() affects <emphasis>subsequent</emphasis>
+ * line input requests in the given window. It does not affect a pending line
+ * input request.
+ *
+ * <note><para>
+ * This distinction makes life easier for interpreters that set up UI
+ * callbacks only at the start of input.
+ * </para></note>
+ *
+ * A library may not support this feature; if it does, it may not support all
+ * special keys as terminators. (Some keystrokes are reserved for OS or
+ * interpreter control.) You can test for this with %gestalt_LineTerminators and
+ * %gestalt_LineTerminatorKey.
+ */
+void
+glk_set_terminators_line_event(winid_t win, glui32 *keycodes, glui32 count)
+{
+ VALID_WINDOW(win, return);
+}
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