/**
* SECTION:glk-exiting
* @short_description: How to terminate a Glk program cleanly
- * @include: libchimara/glk.h
*
* A Glk program usually ends when the end of the glk_main() function is
* reached. You can also terminate it earlier.
* SECTION:glk-interrupt
* @short_description: Specifying an interrupt handler for cleaning up critical
* resources
- * @include: libchimara/glk.h
*
* Most platforms have some provision for interrupting a program —
* <keycombo action="simul"><keycap function="command">command</keycap>
/**
* SECTION:glk-tick
* @short_description: Yielding time to the operating system
- * @include: libchimara/glk.h
*
* Many platforms have some annoying thing that has to be done every so often,
* or the gnurrs come from the voodvork out and eat your computer.
/**
* SECTION:glk-types
* @short_description: Basic types used in Glk
- * @include: libchimara/glk.h
*
* For simplicity, all the arguments used in Glk calls are of a very few types.
* <variablelist>
/**
* SECTION:glk-opaque-objects
* @short_description: Complex objects in Glk
- * @include: libchimara/glk.h
*
* Glk keeps track of a few classes of special objects. These are opaque to your
* program; you always refer to them using pointers to opaque C structures.
*
* When you create one of these objects, it is always possible that the creation
* will fail (due to lack of memory, or some other OS error.) When this happens,
- * the allocation function will return %NULL (0) instead of a valid pointer. You
+ * the allocation function will return %NULL instead of a valid pointer. You
* should always test for this possibility.
*
* %NULL is never the identifier of any object (window, stream, file reference,
* This is how you deal with opaque objects from a C program. If you are using
* Glk through a virtual machine, matters will probably be different. Opaque
* objects may be represented as integers, or as VM objects of some sort.
- * </para></note>
+ * </para></note></para>
+ * <para>
* <refsect2 id="chimara-Rocks"><!-- Indeed it does. -->
* <title>Rocks</title>
* <para>
* For each class of opaque objects, there is an iterate function, which you can
* use to obtain a list of all existing objects of that class. It takes the form
* |[
- * <replaceable>CLASS</replaceable>id_t glk_<replaceable>CLASS</replaceable>_iterate(<replaceable>CLASS</replaceable>id_t <parameter>obj</parameter>, #glui32 *<parameter>rockptr</parameter>);
+ * CLASSid_t glk_CLASS_iterate(CLASSid_t obj, glui32 *rockptr);
* ]|
* ...where <code><replaceable>CLASS</replaceable></code> represents one of the
* opaque object classes.
* <para>
* You usually use this as follows:
* |[
- * obj = glk_<replaceable>CLASS</replaceable>_iterate(NULL, NULL);
+ * obj = glk_CLASS_iterate(NULL, NULL);
* while (obj) {
* /* ...do something with obj... *<!-- -->/
- * obj = glk_<replaceable>CLASS</replaceable>_iterate(obj, NULL);
+ * obj = glk_CLASS_iterate(obj, NULL);
* }
* ]|
* </para>
/**
* SECTION:glk-gestalt
* @short_description: Testing Glk's capabilities
- * @include: libchimara/glk.h
*
* The <quote>gestalt</quote> mechanism (cheerfully stolen from the Mac OS) is a
* system by which the Glk API can be upgraded without making your life
/**
* SECTION:glk-character-input
* @short_description: Waiting for a single keystroke
- * @include: libchimara/glk.h
*
* You can request that the player hit a single key. See <link
* linkend="chimara-Character-Input-Events">Character Input Events</link>.
/**
* SECTION:glk-case
* @short_description: Changing the case of strings
- * @include: libchimara/glk.h
*
* Glk has functions to manipulate the case of both Latin-1 and Unicode strings.
* One Latin-1 lowercase character corresponds to one uppercase character, and
* functions act on whole strings, since the length of the string may change.
*/
+/**
+ * SECTION:glk-normalize
+ * @short_description: Combining characters
+ *
+ * Comparing Unicode strings is difficult, because there can be several ways to
+ * represent a piece of text as a Unicode string. For example, the one-character
+ * string <quote>è</quote> (an accented <quote>e</quote>) will be
+ * displayed the same as the two-character string containing <quote>e</quote>
+ * followed by Unicode character 0x0300 (COMBINING GRAVE ACCENT). These strings
+ * should be considered equal.
+ *
+ * Therefore, a Glk program that accepts line input should convert its text to a
+ * normalized form before parsing it. These functions offer those conversions.
+ * The algorithms are defined by the Unicode spec (chapter 3.7) and <ulink
+ * url="http://www.unicode.org/reports/tr15/">Unicode Standard Annex
+ * #15</ulink>.
+ */
+
/**
* SECTION:glk-window-opening
* @short_description: Creating new windows and closing them
- * @include: libchimara/glk.h
*
* You can open a new window using glk_window_open() and close it again using
* glk_window_close().
/**
* SECTION:glk-window-constraints
* @short_description: Manipulating the size of a window
- * @include: libchimara/glk.h
*
* There are library functions to change and to measure the size of a window.
*/
/**
* SECTION:glk-window-types
* @short_description: Blank, pair, text grid, text buffer, and graphics windows
- * @include: libchimara/glk.h
*
* A technical description of all the window types, and exactly how they behave.
*/
/**
* SECTION:glk-echo-streams
* @short_description: Creating a copy of a window's output
- * @include: libchimara/glk.h
*
* Every window has an associated window stream; you print to the window by
* printing to this stream. However, it is possible to attach a second stream to
/**
* SECTION:glk-window-other
* @short_description: Miscellaneous functions for windows
- * @include: libchimara/glk.h
*
* This section contains functions for windows that don't fit anywhere else.
*/
/**
* SECTION:glk-events
* @short_description: Waiting for events
- * @include: libchimara/glk.h
*
* As described in <link linkend="chimara-Your-Programs-Main-Function">Your
* Program's Main Function</link>, all player input is handed to your program by
/**
* SECTION:glk-character-input-events
* @short_description: Events representing a single keystroke
- * @include: libchimara/glk.h
*
* You can request character input from text buffer and text grid windows. See
* %evtype_CharInput. There are separate functions for requesting Latin-1 input
/**
* SECTION:glk-line-input-events
* @short_description: Events representing a line of user input
- * @include: libchimara/glk.h
*
* You can request line input from text buffer and text grid windows. See
* %evtype_LineInput. There are separate functions for requesting Latin-1 input
* and Unicode input; see %gestalt_Unicode.
*/
+/**
+ * SECTION:glk-mouse-events
+ * @short_description: Events representing a mouse click
+ *
+ * On some platforms, Glk can recognize when the mouse (or other pointer) is
+ * used to select a spot in a window. You can request mouse input only in text
+ * grid windows and graphics windows.
+ *
+ * A window can have mouse input and character/line input pending at the same
+ * time.
+ *
+ * If the player clicks in a window which has a mouse input event pending,
+ * glk_select() will return an event whose type is %evtype_MouseInput. Again,
+ * once this happens, the request is complete, and you must request another if
+ * you want further mouse input.
+ *
+ * In the event structure, @win tells what window the event came from.
+ *
+ * In a text grid window, the @val1 and @val2 fields are the x and y coordinates
+ * of the character that was clicked on.
+ * <note><para>So @val1 is the column, and @val2 is the row.</para></note>
+ * The top leftmost character is considered to be (0,0).
+ *
+ * In a graphics window, they are the x and y coordinates of the pixel that was
+ * clicked on. Again, the top left corner of the window is (0,0).
+ *
+ * <note><para>
+ * Most mouse-based idioms define standard functions for mouse hits in text
+ * windows — typically selecting or copying text. It is up to the
+ * library to separate this from Glk mouse input. The library may choose to
+ * select text when it is clicked normally, and cause Glk mouse events when
+ * text is control-clicked. Or the other way around. Or it may be the
+ * difference between clicking and double-clicking. Or the library may
+ * reserve a particular mouse button, on a multi-button mouse. It may even
+ * specify a keyboard key to be the "mouse button", referring to wherever the
+ * mouse cursor is when the key is hit. Or some even more esoteric positioning
+ * system. You need only know that the user can do it, or not.
+ * </para></note>
+ * <note><para>
+ * However, since different platforms will handle this issue differently, you
+ * should be careful how you instruct the player in your program. Do not tell
+ * the player to <quote>double-click</quote>, <quote>right-click</quote>, or
+ * <quote>control-click</quote> in a window. The preferred term is <quote>to
+ * touch the window</quote>, or a spot in the window.
+ * </para></note>
+ * <note><para>
+ * Goofy, but preferred.
+ * </para></note>
+ */
+
/**
* SECTION:glk-timer-events
* @short_description: Events sent at fixed intervals
- * @include: libchimara/glk.h
*
* You can request that an event be sent at fixed intervals, regardless of what
* the player does. Unlike input events, timer events can be tested for with
/**
* SECTION:glk-streams
* @short_description: Input and output abstractions
- * @include: libchimara/glk.h
*
* All character output in Glk is done through streams. Every window has an
* output stream associated with it. You can also write to files on disk; every
* A stream is opened with a particular file mode, see the
* <code>filemode_</code> constants below.
*
+ * <note><para>
+ * In the stdio library, using fopen(), %filemode_Write would be mode
+ * <code>"w"</code>; %filemode_Read would be mode <code>"r"</code>;
+ * %filemode_ReadWrite would be mode <code>"r+"</code>. Confusingly,
+ * %filemode_WriteAppend cannot be mode <code>"a"</code>, because the stdio
+ * spec says that when you open a file with mode <code>"a"</code>, then
+ * fseek() doesn't work. So we have to use mode <code>"r+"</code> for
+ * appending. Then we run into the <emphasis>other</emphasis> stdio problem,
+ * which is that <code>"r+"</code> never creates a new file. So
+ * %filemode_WriteAppend has to <emphasis>first</emphasis> open the file with
+ * <code>"a"</code>, close it, reopen with <code>"r+"</code>, and then
+ * fseek() to the end of the file. For %filemode_ReadWrite, the process is
+ * the same, except without the fseek() — we begin at the beginning of
+ * the file.
+ * </para></note>
+ * <note><para>
+ * We must also obey an obscure geas of ANSI C <code>"r+"</code> files: you
+ * can't switch from reading to writing without doing an fseek() in between.
+ * Switching from writing to reading has the same restriction, except that an
+ * fflush() also works.
+ * </para></note>
+ *
* For information on opening streams, see the discussion of each specific type
* of stream in <link linkend="chimara-The-Types-of-Streams">The Types of
* Streams</link>. Remember that it is always possible that opening a stream
/**
* SECTION:glk-print
* @short_description: Printing to streams
- * @include: libchimara/glk.h
*
* You can print Latin-1 and Unicode characters, null-terminated strings, or
* buffers to any stream. The characters will be converted into the appropriate
/**
* SECTION:glk-read
* @short_description: Reading from streams
- * @include: libchimara/glk.h
*
* You can read Latin-1 or Unicode characters, buffers, or whole lines from any
* stream. The characters will be converted into the form in which you request
/**
* SECTION:glk-closing-streams
* @short_description: Closing streams and retrieving their character counts
- * @include: libchimara/glk.h
*
* When you close a Glk stream, you have the opportunity to examine the
* character counts — the number of characters written to or read from the
/**
* SECTION:glk-stream-positions
* @short_description: Moving the read/write mark
- * @include: libchimara/glk.h
*
* You can set the position of the read/write mark in a stream.
*
/**
* SECTION:glk-styles
* @short_description: Changing the appearance of printed text
- * @include: libchimara/glk.h
*
* You can send style-changing commands to an output stream. After a style
* change, new text which is printed to that stream will be given the new style,
/**
* SECTION:glk-stylehints
* @short_description: Setting style hints
- * @include: libchimara/glk.h
*
* There are no guarantees of how styles will look, but you can make
* suggestions.
* </para></note>
*/
+/**
+ * SECTION:glk-style-measure
+ * @short_description: Finding out how the library displays your style hints
+ *
+ * You can suggest the appearance of a window's style before the window is
+ * created; after the window is created, you can test the style's actual
+ * appearance. These functions do not test the style hints; they test the
+ * attribute of the style as it appears to the player.
+ *
+ * Note that although you cannot change the appearance of a window's styles
+ * after the window is created, the library can. A platform may support dynamic
+ * preferences, which allow the player to change text formatting while your
+ * program is running.
+ * <note><para>
+ * Changes that affect window size (such as font size changes) will be
+ * signalled by an %evtype_Arrange event. However, more subtle changes (such
+ * as text color differences) are not signalled. If you test the appearance of
+ * styles at the beginning of your program, you must keep in mind the
+ * possibility that the player will change them later.
+ * </para></note>
+ */
+
/**
* SECTION:glk-stream-types
- * @short_description: Window, memory, and file streams
- * @include: libchimara/glk.h
+ * @short_description: Window, memory, file, and resource streams
*
* <refsect2 id="chimara-Window-Streams"><title>Window Streams</title>
* <para>
* Every window has an output stream associated with it. This is created
* automatically, with %filemode_Write, when you open the window. You get it
- * with glk_window_get_stream().
+ * with glk_window_get_stream(). Window streams always have rock value 0.
*
* A window stream cannot be closed with glk_stream_close(). It is closed
* automatically when you close its window with glk_window_close().
* linkend="chimara-File-References">File References</link>.
* </para>
* </refsect2>
+ * <refsect2 id="chimara-Resource-Streams"><title>Resource Streams</title>
+ * <para>
+ * You can open a stream which reads from (but not writes to) a resource file.
+ *
+ * <note><para>
+ * Typically this is embedded in a Blorb file, as Blorb is the official
+ * resource-storage format of Glk. A Blorb file can contain images and sounds,
+ * but it can also contain raw data files, which are accessed by
+ * glk_stream_open_resource() and glk_stream_open_resource_uni(). A data file
+ * is identified by number, not by a filename. The Blorb usage field will be
+ * <code>'Data'</code>. The chunk type will be %giblorb_ID_TEXT for text
+ * resources, %giblorb_ID_BINA for binary resources.
+ * </para></note>
+ *
+ * <note><para>
+ * If the running program is not associated with a Blorb file, the library may
+ * look for data files as actual files instead. These would be named
+ * <filename>DATA1</filename>, <filename>DATA2</filename>, etc, with a suffix
+ * distinguishing text and binary files. See <quote>Other Resource
+ * Arrangements</quote> in the Blorb spec: <ulink
+ * url="http://eblong.com/zarf/blorb/"></ulink>
+ * </para></note>
+ * </para>
+ * </refsect2>
*/
/**
* SECTION:glk-stream-other
* @short_description: Miscellaneous functions for streams
- * @include: libchimara/glk.h
*
* This section includes functions for streams that don't fit anywhere else.
*/
/**
* SECTION:glk-fileref
* @short_description: A platform-independent way to refer to disk files
- * @include: libchimara/glk.h
*
* You deal with disk files using file references. Each fileref is an opaque C
* structure pointer; see <link linkend="chimara-Opaque-Objects">Opaque
* create a fileref for a nonexistent file, and then open it in write mode to
* create a new file.
*
- * You always provide a usage argument when you create a fileref. The usage is a
- * mask of constants (see below) to indicate the file type and the mode (text or
- * binary.) These values are used when you create a new file, and also to filter
- * file lists when the player is selecting a file to load.
+ * You always provide a usage argument when you create a fileref. The usage
+ * indicates the file type and the mode (text or binary.) It must be the
+ * logical-or of a file-type constant and a mode constant. These values are used
+ * when you create a new file, and also to filter file lists when the player is
+ * selecting a file to load.
*
* In general, you should use text mode if the player expects to read the file
* with a platform-native text editor; you should use binary mode if the file is
/**
* SECTION:glk-fileref-types
* @short_description: Four different ways to create a file reference
- * @include: libchimara/glk.h
*
* There are four different functions for creating a fileref, depending on how
* you wish to specify it. Remember that it is always possible that a fileref
/**
* SECTION:glk-fileref-other
* @short_description: Miscellaneous functions for file references
- * @include: libchimara/glk.h
*
* This section includes functions for file references that don't fit anywhere
* else.
*/
+/**
+ * SECTION:glk-image-resources
+ * @short_description: Graphics in Glk
+ *
+ * In accordance with this modern age, Glk provides for a modicum of graphical
+ * flair. It does not attempt to be a complete graphical toolkit. Those already
+ * exist. Glk strikes the usual uncomfortable balance between power,
+ * portability, and ease of implementation: commands for arranging pre-supplied
+ * images on the screen and intermixed with text.
+ *
+ * Graphics is an optional capability in Glk; not all libraries support
+ * graphics. This should not be a surprise.
+ *
+ * Most of the graphics commands in Glk deal with image resources. Your program
+ * does not have to worry about how images are stored. Everything is a resource,
+ * and a resource is referred to by an integer identifier. You may, for example,
+ * call a function to display image number 17. The format, loading, and
+ * displaying of that image is entirely up to the Glk library for the platform
+ * in question.
+ *
+ * Of course, it is also desirable to have a platform-independent way to store
+ * sounds and images. Blorb is the official resource-storage format of Glk. A
+ * Glk library does not have to understand Blorb, but it is more likely to
+ * understand Blorb than any other format.
+ *
+ * <note><para>
+ * Glk does not specify the exact format of images, but Blorb does. Images in
+ * a Blorb archive must be PNG or JPEG files. More formats may be added if
+ * real-world experience shows it to be desirable. However, that is in the
+ * domain of the Blorb specification. The Glk spec, and Glk programming, will
+ * not change.
+ * </para></note>
+ *
+ * At present, images can only be drawn in graphics windows and text buffer
+ * windows. In fact, a library may not implement both of these possibilities.
+ * You should test each with the %gestalt_DrawImage selector if you plan to use
+ * it. See <link linkend="chimara-Testing-for-Graphics-Capabilities">Testing for
+ * Graphics Capabilities</link>.
+ */
+
+/**
+ * SECTION:glk-graphics-windows
+ * @short_description: Drawing graphics in graphics windows
+ *
+ * A graphics window is a rectangular canvas of pixels, upon which you can draw
+ * images. The contents are entirely under your control. You can draw as many
+ * images as you like, at any positions — overlapping if you like. If the
+ * window is resized, you are responsible for redrawing everything. See <link
+ * linkend="wintype-Graphics">Graphics Windows</link>.
+ *
+ * <note><para>
+ * Note that graphics windows do not support a full set of object-drawing
+ * commands, nor can you draw text in them. That may be available in a future
+ * Glk extension. For now, it seems reasonable to limit the task to a single
+ * primitive, the drawing of a raster image. And then there's the ability to
+ * fill a rectangle with a solid color — a small extension, and
+ * hopefully no additional work for the library, since it can already clear
+ * with arbitrary background colors. In fact, if glk_window_fill_rect() did
+ * not exist, an author could invent it — by briefly setting the
+ * background color, erasing a rectangle, and restoring.
+ * </para></note>
+ *
+ * If you call glk_image_draw() or glk_image_draw_scaled() in a graphics window,
+ * @val1 and @val2 are interpreted as X and Y coordinates. The image will be
+ * drawn with its upper left corner at this position.
+ *
+ * It is legitimate for part of the image to fall outside the window; the excess
+ * is not drawn. Note that these are signed arguments, so you can draw an image
+ * which falls outside the left or top edge of the window, as well as the right
+ * or bottom.
+ *
+ * There are a few other commands which apply to graphics windows.
+ */
+
+/**
+ * SECTION:glk-graphics-text
+ * @short_description: Drawing graphics inside or beside text
+ *
+ * A text buffer is a linear text stream. You can draw images in-line with this
+ * text. If you are familiar with HTML, you already understand this model. You
+ * draw images with flags indicating alignment. The library takes care of
+ * scrolling, resizing, and reformatting text buffer windows.
+ *
+ * If you call glk_image_draw() or glk_image_draw_scaled() in a text buffer
+ * window, @val1 gives the image alignment. The @val2 argument is currently
+ * unused, and should always be zero.
+ *
+ * The two <quote>margin</quote> alignments require some care. To allow proper
+ * positioning, images using %imagealign_MarginLeft and %imagealign_MarginRight
+ * must be placed at the beginning of a line. That is, you may only call
+ * glk_image_draw() (with these two alignments) in a window, if you have just
+ * printed a newline to the window's stream, or if the window is entirely empty.
+ * If you margin-align an image in a line where text has already appeared, no
+ * image will appear at all.
+ *
+ * Inline-aligned images count as <quote>text</quote> for the purpose of this
+ * rule.
+ *
+ * You may have images in both margins at the same time.
+ *
+ * It is also legal to have more than one image in the same margin (left or
+ * right.) However, this is not recommended. It is difficult to predict how text
+ * will wrap in that situation, and libraries may err on the side of
+ * conservatism.
+ */
+
+/**
+ * SECTION:glk-graphics-testing
+ * @short_description: Checking whether the library supports graphics
+ *
+ * Before calling Glk graphics functions, you should use the gestalt selector
+ * %gestalt_Graphics. To test for additional capabilities, you can also use the
+ * %gestalt_DrawImage and %gestalt_GraphicsTransparency selectors.
+ */
+
+/**
+ * SECTION:glk-sound-channels
+ * @short_description: Creating new sound channels and closing them
+ *
+ * Sounds in Glk are played through sound channels. Sound channels are another
+ * type of opaque object, like windows, streams, and file references.
+ */
+
+/**
+ * SECTION:glk-playing-sounds
+ * @short_description: Producing noise
+ *
+ * These functions play the actual sounds through the sound channels.
+ */
+
+/**
+ * SECTION:glk-sound-other
+ * @short_description: Miscellaneous functions for sound channels
+ *
+ * This section includes functions for sound channels that don't fit anywhere
+ * else.
+ */
+
+/**
+ * SECTION:glk-sound-testing
+ * @short_description: Checking whether the library supports sound
+ *
+ * Before calling Glk sound functions, you should use the %gestalt_Sound2
+ * selector.
+ *
+ * Earlier versions of the Glk spec defined separate selectors for various
+ * optional capabilities. This has proven to be an unnecessarily confusing
+ * strategy, and is no longer used. The %gestalt_Sound, %gestalt_SoundMusic,
+ * %gestalt_SoundVolume, and %gestalt_SoundNotify selectors still exist, but you
+ * should not need to test them; the %gestalt_Sound2 selector covers all of
+ * them.
+ */
+
/**
* SECTION:glk-creating-hyperlinks
* @short_description: Printing text as a hyperlink
- * @include: libchimara/glk.h
*
* Some games may wish to mark up text in their windows with hyperlinks, which
* can be selected by the player — most likely by mouse click. Glk allows
/**
* SECTION:glk-accepting-hyperlinks
* @short_description: Generating and catching hyperlink navigation events
- * @include: libchimara/glk.h
+ *
+ * When you request a hyperlink event in a window, you will receive a hyperlink
+ * event when the player clicks on a hyperlink.
*/
/**
* SECTION:glk-hyperlinks-testing
* @short_description: Checking whether the library supports hyperlinks
- * @include: libchimara/glk.h
*
* Before calling Glk hyperlink functions, you should use the gestalt selectors
* %gestalt_Hyperlinks and %gestalt_HyperlinkInput.
*/
+
+/**
+ * SECTION:glk-clock
+ * @short_description: Getting the current time from the system clock
+ *
+ * You can get the current time, either as a Unix timestamp (seconds since 1970)
+ * or as a broken-out structure of time elements (year, month, day, hour,
+ * minute, second).
+ *
+ * The system clock is not guaranteed to line up with timer events (see <link
+ * linkend="chimara-Timer-Events">Timer Events</link>). Timer events may be
+ * delivered late according to the system clock.
+ */
+
+/**
+ * SECTION:glk-clock-conversions
+ * @short_description: Converting from timestamps to date structures and back
+ *
+ * This section describes functions for converting timestamps to more
+ * human-readable date structures and back.
+ */
+
+/**
+ * SECTION:glk-clock-testing
+ * @short_description: Checking whether the library supports the clock functions
+ *
+ * Before calling Glk date and time functions, you should use the
+ * %gestalt_DateTime selector.
+ */
/**
* SECTION:dispatch-interrogating
* @short_description: Finding out what functions the Glk library exports
- * @include: libchimara/glk.h, libchimara/gi_dispa.h
*
* These are the ancilliary functions that let you enumerate.
*/
/**
* SECTION:dispatch-dispatching
* @short_description: Dispatching the call to the Glk library
- * @include: libchimara/glk.h, libchimara/gi_dispa.h
+ *
+ * The function gidispatch_call() invokes a function from the Glk library.
*/
/**
* SECTION:dispatch-prototypes
* @short_description: Querying Glk function prototypes
- * @include: libchimara/glk.h, libchimara/gi_dispa.h
*
* There are many possible ways to set up a #gluniversal_t array, and it's
* illegal to call gidispatch_call() with an array which doesn't match the
/**
* SECTION:dispatch-library-functions
* @short_description: Platform-dependent dispatch layer functions
- * @include: libchimara/glk.h, libchimara/gi_dispa.h
*
* Ideally, the three layers — program, dispatch layer, Glk library
* — would be completely modular; each would refer only to the layers
/**
* SECTION:blorb-program
* @short_description: How to use the Blorb layer in your program
- * @include: libchimara/glk.h, libchimara/gi_blorb.h
*
* If you wish your program to load its resources from a Blorb file, you need to
* find and open that file in your startup code. (See <link
/**
* SECTION:blorb-layer
* @short_description: The platform-independent functions in the Blorb layer
- * @include: libchimara/glk.h, libchimara/gi_blorb.h
*
* These are the functions which are implemented in
* <filename>gi_blorb.c</filename>. They will be compiled into the library, but
/**
* SECTION:blorb-errors
* @short_description: Error codes returned by the Blorb layer functions
- * @include: libchimara/glk.h, libchimara/gi_blorb.h
*
* All Blorb layer functions, including giblorb_set_resource_map(), return the
* following error codes.
/**
* SECTION:glkext-startup
* @short_description: Parsing startup options
- * @include: libchimara/glk.h, libchimara/glkstart.h
*
* This section describes an extension to Glk for parsing command-line startup
* options. It was written by Andrew Plotkin for the Glk libraries CheapGlk and
* GlkTerm.
*
* When you compile a Glk program, you may define a function called
- * glkunix_startup_code(), and an array <code>glkunix_arguments[]</code>. These
- * set up various Unix-specific options used by the Glk library. There is a
- * sample <quote><filename>glkstart.c</filename></quote> file included in this
- * package; you should modify it to your needs.
+ * <function>glkunix_startup_code()</function>, and an array
+ * <code>glkunix_arguments[]</code>. These set up various Unix-specific options
+ * used by the Glk library. There is a sample
+ * <quote><filename>glkstart.c</filename></quote> file included in this package;
+ * you should modify it to your needs.
*
- * |[ extern #glkunix_argumentlist_t glkunix_arguments[]; ]|
+ * |[ extern glkunix_argumentlist_t glkunix_arguments[]; ]|
*
* The <code>glkunix_arguments[]</code> array is a list of command-line
* arguments that your program can accept. The library will sort these out of
/**
* SECTION:glkext-unix
* @short_description: Unix-specific functions
- * @include: libchimara/glk.h, libchimara/glkstart.h
*
* This section describes an extension to Glk for various Unix functions. It was
* written by Andrew Plotkin for the Glk libraries CheapGlk and GlkTerm.
* generally be limited to finding and opening data files. There are a few Unix
* Glk library functions which are convenient for this purpose.
*/
+
+/**
+ * SECTION:glkext-garglk
+ * @short_description: Gargoyle extensions to Glk
+ *
+ * This section describes various extensions to Glk that were written for the
+ * popular interpreter <ulink
+ * url="http://www.ccxvii.net/gargoyle/">Gargoyle</ulink> by Tor Andersson (now
+ * maintained by Ben Cressey).
+ *
+ * These functions mostly serve to close the gap between Glk's input/output
+ * capabilities and what some interpreters expect. For example,
+ * garglk_set_zcolors() displays the colors defined in the Z-machine standard,
+ * and garglk_set_story_name() can be used to give the host program a hint
+ * about what to display in the title bar of its window.
+ */
/*---------------- TYPES AND CONSTANTS FROM GLK.H ----------------------------*/
/**
* GLK_MODULE_UNICODE:
*
- * If this preprocessor symbol is defined, so are all the Unicode functions and
+ * If this preprocessor symbol is defined, so are the core Unicode functions and
* constants (see %gestalt_Unicode). If not, not.
*/
+/**
+ * GLK_MODULE_IMAGE:
+ *
+ * If you are writing a C program, there is an additional complication. A
+ * library which does not support graphics may not implement the graphics
+ * functions at all. Even if you put gestalt tests around your graphics calls,
+ * you may get link-time errors. If the <filename
+ * class="headerfile">glk.h</filename> file is so old that it does not declare
+ * the graphics functions and constants, you may even get compile-time errors.
+ *
+ * To avoid this, you can perform a preprocessor test for the existence of
+ * %GLK_MODULE_IMAGE. If this is defined, so are all the functions and constants
+ * described in this section. If not, not.
+ *
+ * <note><para>
+ * To be extremely specific, there are two ways this can happen. If the
+ * <filename class="headerfile">glk.h</filename> file that comes with the
+ * library is too old to have the graphics declarations in it, it will of
+ * course lack %GLK_MODULE_IMAGE as well. If the <filename
+ * class="headerfile">glk.h</filename> file is recent, but the library is old,
+ * the definition of %GLK_MODULE_IMAGE should be removed from <filename
+ * class="headerfile">glk.h</filename>, to avoid link errors. This is not a
+ * great solution. A better one is for the library to implement the graphics
+ * functions as stubs that do nothing (or cause run-time errors). Since no
+ * program will call the stubs without testing %gestalt_Graphics, this is
+ * sufficient.
+ * </para></note>
+ */
+
+/**
+ * GLK_MODULE_SOUND2:
+ *
+ * If you are writing a C program, there is an additional complication. A
+ * library which does not support sound may not implement the sound functions at
+ * all. Even if you put gestalt tests around your sound calls, you may get
+ * link-time errors. If the <filename class="headerfile">glk.h</filename> file
+ * is so old that it does not declare the sound functions and constants, you may
+ * even get compile-time errors.
+ *
+ * To avoid this, you can perform a preprocessor test for the existence of
+ * %GLK_MODULE_SOUND2. If this is defined, so are all the functions and constants
+ * described in this section. If not, not.
+ */
+
+/**
+ * GLK_MODULE_SOUND:
+ *
+ * You can perform a preprocessor test for the existence of %GLK_MODULE_SOUND.
+ * If this is defined, so are all the functions and constants described in this
+ * section. If not, not.
+ */
+
/**
* GLK_MODULE_HYPERLINKS:
*
* functions and constants described in this section. If not, not.
*/
+/**
+ * GLK_MODULE_UNICODE_NORM:
+ *
+ * If this preprocessor symbol is defined, so are the Unicode normalization
+ * functions (see %gestalt_UnicodeNorm). If not, not.
+ */
+
+/**
+ * GLK_MODULE_DATETIME:
+ *
+ * If you are writing a C program, you can perform a preprocessor test for the
+ * existence of %GLK_MODULE_DATETIME. If this is defined, so are all the
+ * functions and data types described in this section.
+ */
+
+/**
+ * GLK_MODULE_LINE_ECHO:
+ *
+ * If this preprocessor symbol is defined, so is glk_set_echo_line_event(). If
+ * not, not.
+ */
+
+/**
+ * GLK_MODULE_LINE_TERMINATORS:
+ *
+ * If this preprocessor symbol is defined, so is
+ * glk_set_terminators_line_event(). If not, not.
+ */
+
/**
* winid_t:
*
* members.
*/
+/**
+ * schanid_t:
+ *
+ * Opaque structure representing a sound channel. It has no user-accessible
+ * members.
+ */
+
/**
* gestalt_Version:
*
* For an example of the gestalt mechanism, consider the selector
* %gestalt_Version. If you do
* |[
- * #glui32 res;
- * res = #glk_gestalt(#gestalt_Version, 0);
+ * glui32 res;
+ * res = glk_gestalt(gestalt_Version, 0);
* ]|
* <code>res</code> will be set to a 32-bit number which encodes the version of
* the Glk spec which the library implements. The upper 16 bits stores the major
* So the version number 78.2.11 would be encoded as 0x004E020B.
* </para></note>
*
- * The current Glk specification version is 0.7.0, so this selector will return
- * 0x00000700.
+ * The current Glk specification version is 0.7.4, so this selector will return
+ * 0x00000704.
*
* |[
- * #glui32 res;
- * res = #glk_gestalt_ext(#gestalt_Version, 0, NULL, 0);
+ * glui32 res;
+ * res = glk_gestalt_ext(gestalt_Version, 0, NULL, 0);
* ]|
* does exactly the same thing. Note that, in either case, the second argument
* is not used; so you should always pass 0 to avoid future surprises.
* If you set <code>ch</code> to a character code, or a special code (from
* 0xFFFFFFFF down), and call
* |[
- * #glui32 res;
- * res = #glk_gestalt(#gestalt_CharInput, ch);
+ * glui32 res;
+ * res = glk_gestalt(gestalt_CharInput, ch);
* ]|
* then <code>res</code> will be %TRUE (1) if that character can be typed by
* the player in character input, and %FALSE (0) if not. See <link
*
* If you set <code>ch</code> to a character code, and call
* |[
- * #glui32 res;
- * res = #glk_gestalt(#gestalt_LineInput, ch);
+ * glui32 res;
+ * res = glk_gestalt(gestalt_LineInput, ch);
* ]|
* then <code>res</code> will be %TRUE (1) if that character can be typed by the
* player in line input, and %FALSE (0) if not. Note that if <code>ch</code> is
*
* If you set <code>ch</code> to a character code (Latin-1 or higher), and call
* |[
- * #glui32 res, len;
- * res = #glk_gestalt_ext(#gestalt_CharOutput, ch, &len, 1);
+ * glui32 res, len;
+ * res = glk_gestalt_ext(gestalt_CharOutput, ch, &len, 1);
* ]|
* then <code>res</code> will be one of %gestalt_CharOutput_CannotPrint,
* %gestalt_CharOutput_ExactPrint, or %gestalt_CharOutput_ApproxPrint (see
*
* <note><para>
* Make sure you do not get confused by signed byte values. If you set a
- * <quote><type>char</type></quote> variable <code>ch</code> to 0xFE, the
- * small-thorn character (þ), and then call
- * |[ res = #glk_gestalt(#gestalt_CharOutput, ch); ]|
+ * <quote><type>signed char</type></quote> variable <code>ch</code> to 0xFE,
+ * the small-thorn character (þ), it will wind up as -2. (The same is
+ * true of a <quote><type>char</type></quote> variable, if your compiler
+ * treats <quote><type>char</type></quote> as signed!) If you then call
+ * |[ res = glk_gestalt(gestalt_CharOutput, ch); ]|
* then (by the definition of C/C++) <code>ch</code> will be sign-extended to
- * 0xFFFFFFFE, which is not a legitimate character, even in Unicode. You
+ * 0xFFFFFFFE, which is not a legitimate character, even in Unicode. You
* should write
- * |[ res = #glk_gestalt(#gestalt_CharOutput, (unsigned char)ch); ]|
+ * |[ res = glk_gestalt(gestalt_CharOutput, (unsigned char)ch); ]|
* instead.
* </para></note>
* <note><para>
* character will be printed exactly as defined.
*/
+/**
+ * gestalt_MouseInput:
+ *
+ * You can test whether mouse input is supported with the %gestalt_MouseInput
+ * selector.
+ * |[ res = glk_gestalt(gestalt_MouseInput, windowtype); ]|
+ * This will return %TRUE (1) if windows of the given type support mouse input.
+ * If this returns %FALSE (0), it is still legal to call
+ * glk_request_mouse_event(), but it will have no effect, and you will never get
+ * mouse events.
+ */
+
+/**
+ * gestalt_Timer:
+ *
+ * You can test whether the library supports timer events:
+ * |[ res = glk_gestalt(gestalt_Timer, 0); ]|
+ * This returns %TRUE (1) if timer events are supported, and %FALSE (0) if they
+ * are not.
+ */
+
+/**
+ * gestalt_Graphics:
+ *
+ * Before calling Glk graphics functions, you should use the following gestalt
+ * selector:
+ * |[
+ * glui32 res;
+ * res = glk_gestalt(gestalt_Graphics, 0);
+ * ]|
+ * This returns 1 if the overall suite of graphics functions is available. This
+ * includes glk_image_draw(), glk_image_draw_scaled(), glk_image_get_info(),
+ * glk_window_erase_rect(), glk_window_fill_rect(),
+ * glk_window_set_background_color(), and glk_window_flow_break(). It also
+ * includes the capability to create graphics windows.
+ *
+ * If this selector returns 0, you should not try to call these functions. They
+ * may have no effect, or they may cause a run-time error. If you try to create
+ * a graphics window, you will get %NULL.
+ */
+
+/**
+ * gestalt_DrawImage:
+ *
+ * This selector returns 1 if images can be drawn in windows of the given type.
+ * If it returns 0, glk_image_draw() will fail and return %FALSE (0). You should
+ * test %wintype_Graphics and %wintype_TextBuffer separately, since libraries
+ * may implement both, neither, or only one.
+ */
+
+/**
+ * gestalt_Sound2:
+ *
+ * You can test whether the library supports sound:
+ * |[
+ * glui32 res;
+ * res = glk_gestalt(gestalt_Sound2, 0);
+ * ]|
+ * This returns 1 if the overall suite of sound functions is available. This
+ * includes all the functions defined in <link
+ * linkend="chimara-glk-spec-sound">this chapter</link>. It also includes the
+ * capabilities described below under %gestalt_SoundMusic, %gestalt_SoundVolume,
+ * and %gestalt_SoundNotify.
+ */
+
+/**
+ * gestalt_Sound:
+ *
+ * |[
+ * glui32 res;
+ * res = glk_gestalt(gestalt_Sound, 0);
+ * ]|
+ * This returns 1 if the overall suite of sound functions is available. This
+ * includes glk_schannel_create(), glk_schannel_destroy(),
+ * glk_schannel_iterate(), glk_schannel_get_rock(), glk_schannel_play(),
+ * glk_schannel_play_ext(), glk_schannel_stop(), glk_schannel_set_volume(), and
+ * glk_sound_load_hint().
+ *
+ * If this selector returns 0, you should not try to call these functions. They
+ * may have no effect, or they may cause a run-time error.
+ *
+ * This selector is guaranteed to return 1 if %gestalt_Sound2 does.
+ */
+
+/**
+ * gestalt_SoundVolume:
+ *
+ * You can test whether the library supports setting the volume of sound
+ * channels:
+ * |[ res = glk_gestalt(gestalt_SoundVolume, 0); ]|
+ * This selector returns 1 if the glk_schannel_set_volume() function works. If
+ * it returns zero, glk_schannel_set_volume() has no effect.
+ *
+ * This selector is guaranteed to return 1 if %gestalt_Sound2 does.
+ */
+
+/**
+ * gestalt_SoundNotify:
+ *
+ * You can test whether the library supports sound notification events:
+ * |[ res = glk_gestalt(gestalt_SoundNotify, 0); ]|
+ * This selector returns 1 if the library supports sound notification events. If
+ * it returns zero, you will never get such events.
+ *
+ * This selector is guaranteed to return 1 if %gestalt_Sound2 does.
+ */
+
+/**
+ * gestalt_Hyperlinks:
+ *
+ * You can test whether the library supports hyperlinks:
+ * |[
+ * glui32 res;
+ * res = glk_gestalt(gestalt_Hyperlinks, 0);
+ * ]|
+ * This returns 1 if the overall suite of hyperlinks functions is available.
+ * This includes glk_set_hyperlink(), glk_set_hyperlink_stream(),
+ * glk_request_hyperlink_event(), glk_cancel_hyperlink_event().
+ *
+ * If this selector returns 0, you should not try to call these functions. They
+ * may have no effect, or they may cause a run-time error.
+ */
+
+/**
+ * gestalt_HyperlinkInput:
+ *
+ * You can test whether hyperlinks are supported with the
+ * %gestalt_HyperlinkInput selector:
+ * |[ res = glk_gestalt(gestalt_HyperlinkInput, windowtype); ]|
+ * This will return %TRUE (1) if windows of the given type support hyperlinks.
+ * If this returns %FALSE (0), it is still legal to call glk_set_hyperlink() and
+ * glk_request_hyperlink_event(), but they will have no effect, and you will
+ * never get hyperlink events.
+ */
+
+/**
+ * gestalt_SoundMusic:
+ *
+ * You can test whether music resources are supported:
+ * |[ res = glk_gestalt(gestalt_SoundMusic, 0); ]|
+ * This returns 1 if the library is capable of playing music sound resources. If
+ * it returns 0, only sampled sounds can be played.
+ * <note><para>
+ * <quote>Music sound resources</quote> means MOD songs — the only music
+ * format that Blorb currently supports. The presence of this selector is, of
+ * course, an ugly hack. It is a concession to the current state of the Glk
+ * libraries, some of which can handle AIFF but not MOD sounds.
+ * </para></note>
+ *
+ * This selector is guaranteed to return 1 if %gestalt_Sound2 does.
+ */
+
+/**
+ * gestalt_GraphicsTransparency:
+ *
+ * This returns 1 if images with alpha channels can actually be drawn with the
+ * appropriate degree of transparency. If it returns 0, the alpha channel is
+ * ignored; fully transparent areas will be drawn in an implementation-defined
+ * color.
+ * <note><para>
+ * The JPEG format does not support transparency or alpha channels; the PNG
+ * format does.
+ * </para></note>
+ */
+
/**
* gestalt_Unicode:
*
* The basic text functions will be available in every Glk library. The Unicode
* functions may or may not be available. Before calling them, you should use
- * the following gestalt selector:
+ * the %gestalt_Unicode and %gestalt_UnicodeNorm gestalt selectors.
+ *
* |[
* glui32 res;
- * res = #glk_gestalt(#gestalt_Unicode, 0);
+ * res = glk_gestalt(gestalt_Unicode, 0);
* ]|
- *
- * This returns 1 if the Unicode functions are available. If it returns 0, you
- * should not try to call them. They may print nothing, print gibberish, or
+ * This returns 1 if the core Unicode functions are available. If it returns 0,
+ * you should not try to call them. They may print nothing, print gibberish, or
* cause a run-time error. The Unicode functions include
* glk_buffer_to_lower_case_uni(), glk_buffer_to_upper_case_uni(),
* glk_buffer_to_title_case_uni(), glk_put_char_uni(), glk_put_string_uni(),
* errors.
*
* To avoid this, you can perform a preprocessor test for the existence of
- * #GLK_MODULE_UNICODE.
+ * %GLK_MODULE_UNICODE.
*/
/**
- * gestalt_Timer:
+ * gestalt_UnicodeNorm:
*
- * You can test whether the library supports timer events:
- * |[ res = #glk_gestalt(#gestalt_Timer, 0); ]|
- * This returns 1 if timer events are supported, and 0 if they are not.
+ * |[
+ * glui32 res;
+ * res = glk_gestalt(gestalt_UnicodeNorm, 0);
+ * ]|
+ * This code returns 1 if the Unicode normalization functions are available. If
+ * it returns 0, you should not try to call them. The Unicode normalization
+ * functions include glk_buffer_canon_decompose_uni() and
+ * glk_buffer_canon_normalize_uni().
+ *
+ * The equivalent preprocessor test for these functions is
+ * %GLK_MODULE_UNICODE_NORM.
*/
/**
- * gestalt_Hyperlinks:
+ * gestalt_LineInputEcho:
*
- * You can test whether the library supports hyperlinks:
- * |[
- * #glui32 res;
- * res = #glk_gestalt(#gestalt_Hyperlinks, 0);
+ * |[
+ * res = glk_gestalt(gestalt_LineInputEcho, 0);
* ]|
- * This returns 1 if the overall suite of hyperlinks functions is available.
- * This includes glk_set_hyperlink(), glk_set_hyperlink_stream(),
- * glk_request_hyperlink_event(), glk_cancel_hyperlink_event().
+ *
+ * This returns 1 if glk_set_echo_line_event() is supported, and 0 if it is not.
+ * <note><para>
+ * Remember that if it is not supported, the behavior is always the default,
+ * which is line echoing <emphasis>enabled</emphasis>.
+ * </para></note>
+ */
+
+/**
+ * gestalt_LineTerminators:
+ *
+ * |[
+ * res = glk_gestalt(gestalt_LineTerminators, 0);
+ * ]|
+ *
+ * This returns 1 if glk_set_terminators_line_event() is supported, and 0 if it
+ * is not.
+ */
+
+/**
+ * gestalt_LineTerminatorKey:
+ *
+ * |[
+ * res = glk_gestalt(gestalt_LineTerminatorKey, ch);
+ * ]|
+ *
+ * This returns 1 if the keycode @ch can be passed to
+ * glk_set_terminators_line_event(). If it returns 0, that keycode will be
+ * ignored as a line terminator. Printable characters and %keycode_Return will
+ * always return 0.
+ */
+
+/**
+ * gestalt_DateTime:
+ *
+ * |[
+ * res = glk_gestalt(gestalt_DateTime, 0);
+ * ]|
+ *
+ * This returns 1 if the overall suite of system clock functions, as described
+ * in <link linkend="chimara-The-System-Clock">this chapter</link>, is
+ * available.
*
* If this selector returns 0, you should not try to call these functions. They
* may have no effect, or they may cause a run-time error.
+ *
+ * <note><para>
+ * Glk timer events are covered by a different selector. See %gestalt_Timer.
+ * </para></note>
*/
/**
- * gestalt_HyperlinkInput:
+ * gestalt_ResourceStream:
*
- * You can test whether hyperlinks are supported with the
- * %gestalt_HyperlinkInput selector:
- * |[ res = #glk_gestalt(#gestalt_HyperlinkInput, windowtype); ]|
- * This will return %TRUE (1) if windows of the given type support hyperlinks.
- * If this returns %FALSE (0), it is still legal to call glk_set_hyperlink() and
- * glk_request_hyperlink_event(), but they will have no effect, and you will
- * never get hyperlink events.
+ * |[
+ * res = glk_gestalt(gestalt_ResourceStream, 0);
+ * ]|
+ *
+ * This returns 1 if the glk_stream_open_resource() and
+ * glk_stream_open_resource_uni() functions are available. If it returns 0, you
+ * should not call them.
*/
-
+
/**
* evtype_None:
*
* A full line of input completed in a window. See <link
* linkend="chimara-Line-Input-Events">Line Input Events</link>.
*
- * If a window has a pending request for line input, and the player hits
- * <keycap>enter</keycap> in that window (or whatever action is appropriate to
- * enter his input), glk_select() will return an event whose type is
- * %evtype_LineInput. Once this happens, the request is complete; it is no
- * longer pending. You must call glk_request_line_event() if you want another
+ * If a window has a pending request for line input, the player can generally
+ * hit the <keycap>enter</keycap> key (in that window) to complete line input.
+ * The details will depend on the platform's native user interface.
+ *
+ * When line input is completed, glk_select() will return an event whose type is
+ * %evtype_LineInput. Once this happens, the request is complete; it is no
+ * longer pending. You must call glk_request_line_event() if you want another
* line of text from that window.
- *
- * In the event structure, @win tells what window the event came from. @val1
- * tells how many characters were entered. @val2 will be 0. The characters
- * themselves are stored in the buffer specified in the original
- * glk_request_line_event() or glk_request_line_event_uni() call.
*
- * <note><para>There is no null terminator stored in the buffer.</para></note>
+ * In the event structure, @win tells what window the event came from. @val1
+ * tells how many characters were entered. @val2 will be 0 unless input was
+ * ended by a special terminator key, in which case @val2 will be the keycode
+ * (one of the values passed to glk_set_terminators_line_event()).
+ *
+ * The characters themselves are stored in the buffer specified in the original
+ * glk_request_line_event() or glk_request_line_event_uni() call.
+ *
+ * <note><para>
+ * There is no null terminator or newline stored in the buffer.
+ * </para></note>
*
* It is illegal to print anything to a window which has line input pending.
*
* events, this is platform-dependent. See %evtype_Arrange.
*
* For more about redraw events and how they affect graphics windows, see <link
- * linkend="chimara-Graphics-Windows">Graphics Windows</link>.
+ * linkend="wintype-Graphics">Graphics Windows</link>.
*/
/**
* evtype_SoundNotify:
*
+ * The completion of a sound being played in a sound channel.
+ *
* On platforms that support sound, you can request to receive an
* %evtype_SoundNotify event when a sound finishes playing. See <link
* linkend="chimara-Playing-Sounds">Playing Sounds</link>.
/**
* evtype_Hyperlink:
+ *
+ * The selection of a hyperlink in a window.
*
* On platforms that support hyperlinks, you can request to receive an
* %evtype_Hyperlink event when the player selects a link. See <link
* Events</link>.
*/
+/**
+ * evtype_VolumeNotify:
+ *
+ * The completion of a gradual volume change in a sound channel.
+ *
+ * On platforms that support sound, you can request to receive an
+ * %evtype_VolumeNotify event when a gradual volume change completes. See <link
+ * linkend="chimara-Playing-Sounds">Playing Sounds</link>.
+ */
+
/**
* event_t:
* @type: the event type
* Represents the <keycap>F12</keycap> key.
*/
-/**
- * keycode_MAXVAL:
- *
- * This value is equal to the number of special keycodes. The last keycode is
- * always
- * <inlineequation>
- * <alt>(0x100000000 - <keysym>keycode_MAXVAL</keysym>)</alt>
- * <mathphrase>(0x100000000 - <keysym>keycode_MAXVAL</keysym>)</mathphrase>
- * </inlineequation>
- * .
- */
-
/**
* style_Normal:
*
*
* Another style available for your use.
*/
-
-/**
- * style_NUMSTYLES:
- *
- * The number of styles defined in this library.
- */
/**
* stream_result_t:
* result.
* </para></note>
*
- * When the player finishes his line of input, the library will display the
- * input text at the end of the buffer text (if it wasn't there already.) It
- * will be followed by a newline, so that the next text you print will start a
- * new line (paragraph) after the input.
+ * By default, when the player finishes his line of input, the library will
+ * display the input text at the end of the buffer text (if it wasn't there
+ * already.) It will be followed by a newline, so that the next text you print
+ * will start a new line (paragraph) after the input.
*
* If you call glk_cancel_line_event(), the same thing happens; whatever text
* the user was composing is visible at the end of the buffer text, followed by
* a newline.
+ *
+ * However, this default behavior can be changed with the
+ * glk_set_echo_line_event() call. If the default echoing is disabled, the
+ * library will <emphasis>not</emphasis> display the input text (plus newline)
+ * after input is either completed or cancelled. The buffer will end with
+ * whatever prompt you displayed before requesting input. If you want the
+ * traditional input behavior, it is then your responsibility to print the text,
+ * using the Input text style, followed by a newline (in the original style).
*/
/**
*
* When you print, the characters of the output are laid into the array in
* order, left to right and top to bottom. When the cursor reaches the end of a
- * line, it goes to the beginning of the next line. The library makes no attempt
- * to wrap lines at word breaks.
+ * line, or if a newline (0x0A) is printed, the cursor goes to the beginning of
+ * the next line. The library makes <emphasis>no</emphasis> attempt to wrap
+ * lines at word breaks. If the cursor reaches the end of the last line, further
+ * printing has no effect on the window until the cursor is moved.
*
* <note><para>
* Note that printing fancy characters may cause the cursor to advance more
* When the player finishes his line of input, it will remain visible in the
* window, and the output cursor will be positioned at the beginning of the
* <emphasis>next</emphasis> row. Again, if you glk_cancel_line_event(), the
- * same thing happens.
+ * same thing happens. The glk_set_echo_line_event() call has no effect in grid
+ * windows.
*/
/**
* linkend="chimara-Graphics-in-Graphics-Windows">Graphics in Graphics
* Windows</link>.
*
- * When a text grid window is resized smaller, the bottom or right area is
+ * When a graphics window is resized smaller, the bottom or right area is
* thrown away, but the remaining area stays unchanged. When it is resized
* larger, the new bottom or right area is filled with the background color.
*
* When calling glk_window_open() with this @method, the new window will be
* below the old one which was split.
*/
-
-/**
- * winmethod_DirMask:
- *
- * Bitwise AND this value with a window splitting method argument to find
- * whether the split is %winmethod_Left, %winmethod_Right, %winmethod_Above, or
- * %winmethod_Below.
- */
/**
* winmethod_Fixed:
* When calling glk_window_open() with this @method, the new window will be
* a given proportion of the old window's size. (See glk_window_open()).
*/
-
+
/**
- * winmethod_DivisionMask:
+ * winmethod_Border:
*
- * Bitwise AND this value with a window splitting method argument to find
- * whether the new window has %winmethod_Fixed or %winmethod_Proportional.
+ * When calling glk_window_open() with this @method, it specifies that there
+ * should be a visible window border between the new window and its sibling.
+ * (This is a hint to the library.)
+ *
+ * <note><title>Chimara</title><para>
+ * There will only be a visible border if the #ChimaraGlk:spacing property
+ * is nonzero. Setting #ChimaraGlk:spacing to zero disables all borders on Glk
+ * windows.
+ * </para></note>
*/
-
+
+/**
+ * winmethod_NoBorder:
+ *
+ * When calling glk_window_open() with this @method, it specifies that there
+ * should not be a visible window border between the new window and its sibling.
+ * (This is a hint to the library; you might specify NoBorder between two
+ * graphics windows that should form a single image.)
+ */
+
/**
* fileusage_Data:
*
* linefeed-plus-carriage-return combinations; Latin-1 characters may be
* converted to native character codes. When reading a file in text mode, native
* line breaks will be converted back to newline (0x0A) characters, and native
- * character codes may be converted to Latin-1.
+ * character codes may be converted to Latin-1 or UTF-8.
*
* <note><para>
* Line breaks will always be converted; other conversions are more
* existed in the destination, instead of replacing it.
*
* <note><para>
- * Corresponds to mode <code>"a"</code> in the stdio library, using fopen().
+ * Confusingly, %filemode_WriteAppend cannot be mode <code>"a"</code>, because
+ * the stdio spec says that when you open a file with mode <code>"a"</code>,
+ * then fseek() doesn't work. So we have to use mode <code>"r+"</code> for
+ * appending. Then we run into the <emphasis>other</emphasis> stdio problem,
+ * which is that <code>"r+"</code> never creates a new file. So
+ * %filemode_WriteAppend has to <emphasis>first</emphasis> open the file with
+ * <code>"a"</code>, close it, reopen with <code>"r+"</code>, and then fseek()
+ * to the end of the file. For %filemode_ReadWrite, the process is the same,
+ * except without the fseek() — we begin at the beginning of the file.
* </para></note>
*/
* others may support both, or neither.
* </para></note>
*/
-
-/**
- * stylehint_NUMHINTS:
- *
- * The number of style hints defined in this library.
- */
/**
* stylehint_just_LeftFlush:
* A value for %stylehint_Justification representing right-justified text.
*/
+/**
+ * imagealign_InlineUp:
+ *
+ * The image appears at the current point in the text, sticking up. That is, the
+ * bottom edge of the image is aligned with the baseline of the line of text.
+ */
+
+/**
+ * imagealign_InlineDown:
+ *
+ * The image appears at the current point, and the top edge is aligned with the
+ * top of the line of text.
+ */
+
+/**
+ * imagealign_InlineCenter:
+ *
+ * The image appears at the current point, and it is centered between the top
+ * and baseline of the line of text. If the image is taller than the line of
+ * text, it will stick up and down equally.
+ */
+
+/**
+ * imagealign_MarginLeft:
+ *
+ * The image appears in the left margin. Subsequent text will be displayed to
+ * the right of the image, and will flow around it — that is, it will be
+ * left-indented for as many lines as it takes to pass the image.
+ *
+ * <warning><para>Margin images are not implemented yet.</para></warning>
+ */
+
+/**
+ * imagealign_MarginRight:
+ *
+ * The image appears in the right margin, and subsequent text will flow around
+ * it on the left.
+ *
+ * <warning><para>Margin images are not implemented yet.</para></warning>
+ */
+
+/**
+ * glkdate_t:
+ * @year: The full (four-digit) year
+ * @month: The month number, ranging from 1-12, 1 is January
+ * @day: The day of the month, ranging from 1-31
+ * @weekday: The day of the week, ranging from 0-6, 0 is Sunday
+ * @hour: The hour of the day, ranging from 0-23
+ * @minute: The minute of the hour, ranging from 0-59
+ * @second: The second of the minute, ranging from 0-59; may be 60 during a leap
+ * second
+ * @microsec: The fraction of the second in microseconds, ranging from 0-999999
+ *
+ * This structure represents a human-readable date in a specific timezone.
+ */
+
+/**
+ * glktimeval_t:
+ * @high_sec: The most significant 32 bits of the timestamp in seconds.
+ * @low_sec: The least significant 32 bits of the timestamp in seconds.
+ * @microsec: The fraction of the timestamp, in microseconds, ranging from
+ * 0-999999.
+ *
+ * This structure represents the Unix timestamp, i.e. the number of seconds
+ * since January 1, 1970.
+ */
+
/*---------- TYPES, FUNCTIONS AND CONSTANTS FROM GI_DISPA.H ------------------*/
/**
*
* Returns: Number of opaque object classes used by the library.
*/
-
+
+/**
+ * gidispatch_get_class:
+ * @index: Unique integer index of the class.
+ *
+ * Returns a structure describing an opaque class that the library exports.
+ * @index can range from 0 to <inlineequation><mathphrase>N -
+ * 1</mathphrase><alt>N - 1</alt></inlineequation>, where N is the value
+ * returned by gidispatch_count_classes().
+ *
+ * Returns: A #gidispatch_intconst_t structure describing the class.
+ */
+
/**
* gidispatch_count_intconst:
*
* This structure simply contains a string and a value. The string is a
* symbolic name of the value, and can be re-exported to anyone interested in
* using Glk constants.
+ *
+ * <note><para>
+ * In the current <filename>gi_dispa.c</filename> library, these structures
+ * are static and immutable, and will never be deallocated. However, it is
+ * safer to assume that the structure may be reused in future
+ * gidispatch_get_intconst() calls.
+ * </para></note>
*/
/**
* 1</alt></inlineequation>, where N is the value returned by
* gidispatch_count_functions().
*
+ * <note><para>
+ * Again, it is safest to assume that the structure is only valid until the
+ * next gidispatch_get_function() or gidispatch_get_function_by_id() call.
+ * </para></note>
+ *
* Returns: A #gidispatch_function_t structure describing the function.
*/
* Returns a structure describing the Glk function with selector @id. If there
* is no such function in the library, this returns %NULL.
*
+ * <note><para>
+ * Again, it is safest to assume that the structure is only valid until the
+ * next gidispatch_get_function() or gidispatch_get_function_by_id() call.
+ * </para></note>
+ *
* Returns: a #gidispatch_function_t structure, or %NULL.
*/
* the list of arguments, and @numargs is the length of the list.
*
* The arguments are all stored as #gluniversal_t objects.
- * </para><refsect3 id="chimara-Basic-Types"><title>Basic Types</title><para>
+ * </para><refsect3 id="chimara-Basic-Dispatch-Types"><title>Basic Dispatch
+ * Types</title><para>
* Numeric arguments are passed in the obvious way — one argument per
* #gluniversal_t, with the @uint or @sint field set to the numeric value.
* Characters and strings are also passed in this way — #char<!---->s in
* <code>#glui32*</code>, <code>#winid_t*</code>, and so on — takes
* <emphasis>one or two</emphasis> #gluniversal_t objects. The first is a flag
* indicating whether the reference argument is %NULL or not. The @ptrflag field
- * of this #gluniversal_t should be %FALSE if the reference is %NULL, and %TRUE
- * otherwise. If %FALSE, that is the end of the argument; you should not use a
- * #gluniversal_t to explicitly store the %NULL reference. If the flag is %TRUE,
- * you must then put a #gluniversal_t storing the base type of the reference.
+ * of this #gluniversal_t should be %FALSE (0) if the reference is %NULL, and
+ * %TRUE (1) otherwise. If %FALSE, that is the end of the argument; you should
+ * not use a #gluniversal_t to explicitly store the %NULL reference. If the flag
+ * is %TRUE, you must then put a #gluniversal_t storing the base type of the
+ * reference.
*
* For example, consider a hypothetical function, with selector
* <code>0xABCD</code>:
* |[
- * void glk_glomp(#glui32 num, #winid_t win, #glui32 *numref, #strid_t *strref);
+ * void glk_glomp(glui32 num, winid_t win, glui32 *numref, strid_t *strref);
* ]|
* ...and the calls:
* |[
- * #glui32 value;
- * #winid_t mainwin;
- * #strid_t gamefile;
+ * glui32 value;
+ * winid_t mainwin;
+ * strid_t gamefile;
* glk_glomp(5, mainwin, &value, &gamefile);
* ]|
*
* To perform this through gidispatch_call(), you would do the following:
* |[
- * #gluniversal_t arglist[6];
+ * gluniversal_t arglist[6];
* arglist[0].uint = 5;
* arglist[1].opaqueref = mainwin;
* arglist[2].ptrflag = TRUE;
* arglist[3].uint = value;
* arglist[4].ptrflag = TRUE;
* arglist[5].opaqueref = gamefile;
- * #gidispatch_call(0xABCD, 6, arglist);
+ * gidispatch_call(0xABCD, 6, arglist);
* value = arglist[3].uint;
* gamefile = arglist[5].opaqueref;
* ]|
*
* Note that you copy the value of the reference arguments into and out of
- * @arglist. Of course, it may be that glk_glomp() only uses these as pass-out
+ * @arglist. Of course, it may be that
+ * <function>glk_glomp()</function> only uses these as pass-out
* references or pass-in references; if so, you could skip copying in or out.
*
* For further examples:
* |[
* glk_glomp(7, mainwin, NULL, NULL);
* ...or...
- * #gluniversal_t arglist[4];
+ * gluniversal_t arglist[4];
* arglist[0].uint = 7;
* arglist[1].opaqueref = mainwin;
* arglist[2].ptrflag = FALSE;
* arglist[3].ptrflag = FALSE;
- * #gidispatch_call(0xABCD, 4, arglist);
+ * gidispatch_call(0xABCD, 4, arglist);
* ]|
*
* |[
* glk_glomp(13, NULL, NULL, &gamefile);
* ...or...
- * #gluniversal_t arglist[5];
+ * gluniversal_t arglist[5];
* arglist[0].uint = 13;
* arglist[1].opaqueref = NULL;
* arglist[2].ptrflag = FALSE;
* arglist[3].ptrflag = TRUE;
* arglist[4].opaqueref = gamefile;
- * #gidispatch_call(0xABCD, 5, arglist);
+ * gidispatch_call(0xABCD, 5, arglist);
* gamefile = arglist[4].opaqueref;
* ]|
*
* |[
* glk_glomp(17, NULL, &value, NULL);
* ...or...
- * #gluniversal_t arglist[5];
+ * gluniversal_t arglist[5];
* arglist[0].uint = 17;
* arglist[1].opaqueref = NULL;
* arglist[2].ptrflag = TRUE;
* arglist[3].uint = value;
* arglist[4].ptrflag = FALSE;
- * #gidispatch_call(0xABCD, 5, arglist);
+ * gidispatch_call(0xABCD, 5, arglist);
* value = arglist[3].uint;
* ]|
*
*
* For example, the function glk_select() can be invoked as follows:
* |[
- * #event_t ev;
- * #gluniversal_t arglist[5];
+ * event_t ev;
+ * gluniversal_t arglist[5];
* arglist[0].ptrflag = TRUE;
- * #gidispatch_call(0x00C0, 5, arglist);
+ * gidispatch_call(0x00C0, 5, arglist);
* ev.type = arglist[1].uint;
* ev.win = arglist[2].opaqueref;
* ev.val1 = arglist[3].uint;
*
* For example, the function glk_put_buffer() can be invoked as follows:
* |[
- * #char buf[64];
- * #glui32 len = 64;
- * #glk_put_buffer(buf, len);
+ * char buf[64];
+ * glui32 len = 64;
+ * glk_put_buffer(buf, len);
* ...or...
- * #gluniversal_t arglist[3];
+ * gluniversal_t arglist[3];
* arglist[0].ptrflag = TRUE;
* arglist[1].array = buf;
* arglist[2].uint = len;
- * #gidispatch_call(0x0084, 3, arglist);
+ * gidispatch_call(0x0084, 3, arglist);
* ]|
*
* Since you are passing a C char array to gidispatch_call(), the contents will
*
* For example, the function glk_window_get_rock() can be invoked as follows:
* |[
- * #glui32 rock;
- * #winid_t win;
- * rock = #glk_window_get_rock(win);
+ * glui32 rock;
+ * winid_t win;
+ * rock = glk_window_get_rock(win);
* ...or...
- * #gluniversal_t arglist[3];
+ * gluniversal_t arglist[3];
* arglist[0].opaqueref = win;
* arglist[1].ptrflag = TRUE;
- * #gidispatch_call(0x0021, 3, arglist);
+ * gidispatch_call(0x0021, 3, arglist);
* rock = arglist[2].uint;
* ]|
* </para></refsect3><para>
* @uch: Stores an #unsigned #char.
* @sch: Stores a #signed #char.
* @ch: Stores a #char with the default signedness.
- * @charstr: Stores a %NULL-terminated string.
+ * @charstr: Stores a null-terminated string.
+ * @unicharstr: Stores a zero-terminated string of #glui32 values representing
+ * Unicode characters.
* @array: Stores a pointer to an array, and should be followed by another
* #gluniversal_t with the array length stored in the @uint member.
* @ptrflag: If %FALSE, represents an opaque reference or array that is %NULL,
* This returns a string which encodes the proper argument list for the given
* function. If there is no such function in the library, this returns %NULL.
*
- * The prototype string for the glk_glomp() function described above would be:
- * <code>"4IuQa&Iu&Qb:"</code>. The <code>"4"</code> is the number of
- * arguments (including the return value, if there is one, which in this case
- * there isn't.) <code>"Iu"</code> denotes an unsigned integer;
- * <code>"Qa"</code> is an opaque object of class 0 (window).
+ * The prototype string for the <function>glk_glomp()</function>
+ * function described above would be: <code>"4IuQa&Iu&Qb:"</code>. The
+ * <code>"4"</code> is the number of arguments (including the return value, if
+ * there is one, which in this case there isn't.) <code>"Iu"</code> denotes an
+ * unsigned integer; <code>"Qa"</code> is an opaque object of class 0 (window).
* <code>"&Iu"</code> is a <emphasis>reference</emphasis> to an unsigned
* integer, and <code>"&Qb"</code> is a reference to a stream. The colon at
* the end terminates the argument list; the return value would follow it, if
*
* Note that the initial number (<code>"4"</code> in this case) is the number of
* logical arguments, not the number of #gluniversal_t objects which will be
- * passed to gidispatch_call(). The glk_glomp() call uses anywhere from four to
- * six #gluniversal_t objects, as demonstrated above.
+ * passed to gidispatch_call(). The <function>glk_glomp()</function>
+ * call uses anywhere from four to six #gluniversal_t objects, as demonstrated
+ * above.
*
* The basic type codes:
* <variablelist>
* </para></note></listitem>
* </varlistentry>
* </variablelist>
- * Any type code can be prefixed with one or more of the following characters
- * (order does not matter):
+ * Any type code can be prefixed with one or more of the following characters:
* <variablelist>
* <varlistentry>
* <term><code>&</code></term>
* </varlistentry>
* </variablelist>
*
+ * The order of these characters and prefixes is not completely arbitrary. Here
+ * is a formal grammar for the prototype strings.
+ *
+ * <note><para>Thanks to Neil Cerutti for working this out.</para></note>
+ *
+ * <productionset>
+ * <production id="prototype">
+ * <lhs>prototype</lhs>
+ * <rhs>ArgCount [ <nonterminal def="#arg_list">arg_list</nonterminal> ]
+ * ':' [ <nonterminal def="#arg">arg</nonterminal> ] EOL</rhs>
+ * </production>
+ * <production id="arg_list">
+ * <lhs>arg_list</lhs>
+ * <rhs><nonterminal def="#arg">arg</nonterminal> { <nonterminal
+ * def="#arg">arg</nonterminal> }</rhs>
+ * </production>
+ * <production id="arg">
+ * <lhs>arg</lhs>
+ * <rhs>TypeName | <nonterminal def="#ref_type">ref_type</nonterminal>
+ * </rhs>
+ * </production>
+ * <production id="ref_type">
+ * <lhs>ref_type</lhs>
+ * <rhs>RefType [ '+' ] <nonterminal
+ * def="#target_type">target_type</nonterminal></rhs>
+ * </production>
+ * <production id="target_type">
+ * <lhs>target_type</lhs>
+ * <rhs>TypeName | <nonterminal def="#array">array</nonterminal> |
+ * <nonterminal def="#struct">struct</nonterminal></rhs>
+ * </production>
+ * <production id="array">
+ * <lhs>array</lhs>
+ * <rhs>'#' [ '!' ] TypeName</rhs>
+ * </production>
+ * <production id="struct">
+ * <lhs>struct</lhs>
+ * <rhs>'[' ArgCount [ <nonterminal def="#arg_list">arg_list</nonterminal>
+ * ] ']'</rhs>
+ * </production>
+ * </productionset>
+ * <constraintdef id="TypeName">
+ * <para>TypeName is <code>I[us]<!---->|C[nus]<!---->|S|U|F|Q[a-z]</code>
+ * </para>
+ * </constraintdef>
+ * <constraintdef id="ArgCount">
+ * <para>ArgCount is <code>\d+</code></para>
+ * </constraintdef>
+ * <constraintdef id="RefType">
+ * <para>RefType is <code>&|<|></code></para>
+ * </constraintdef>
+ * <constraintdef id="EOL">
+ * <para>EOL is end of input</para>
+ * </constraintdef>
+ *
* Returns: A string which encodes the prototype of the specified Glk function.
*/
*/
/**
- * giblorb_method_DontLoad:
+ * giblorb_method_FilePos:
*
* Pass this to giblorb_load_chunk_by_type(), giblorb_load_chunk_by_number(), or
* giblorb_load_resource() to get the position in the Blorb file at which the
* Resource usage constant representing an image file.
*/
+/**
+ * giblorb_ID_Data:
+ *
+ * Resource usage constant representing a data file.
+ */
+
/**
* giblorb_ID_Copyright:
*
* Resource usage constant representing any textual annotation that the user or
* writing program sees fit to include.
*/
-
+
+/**
+ * giblorb_ID_TEXT:
+ *
+ * Resource usage constant representing a text data file.
+ */
+
+/**
+ * giblorb_ID_BINA:
+ *
+ * Resource usage constant representing a binary data file.
+ */
+
/**
* giblorb_map_t:
*
/**
* giblorb_result_t:
+ * @chunknum: The chunk number (for use in giblorb_unload_chunk(), etc.)
+ * @length: The length of the data
+ * @chunktype: The type of the chunk.
*
* Holds information about a chunk loaded from a Blorb file, and the method of
- * accessing the chunk data. See giblorb_load_chunk_by_type() and
+ * accessing the chunk data. @data is a union of @ptr, a pointer to the data (if
+ * you used %giblorb_method_Memory) and @startpos, the position in the file (if
+ * you used %giblorb_method_FilePos). See giblorb_load_chunk_by_type() and
* giblorb_load_chunk_by_number().
*/
/**
* glkunix_argumentlist_t:
- *
- * In each entry, name is the option as it would appear on the command line
- * (including the leading dash, if any.) The desc is a description of the
- * argument; this is used when the library is printing a list of options. And
- * argtype is one of the following constants:
+ * @name: the option as it would appear on the command line (including the
+ * leading dash, if any.)
+ * @desc: a description of the argument; this is used when the library is
+ * printing a list of options.
+ * @argtype: one of the <code>glkunix_arg_</code> constants.
*
* <variablelist>
* <varlistentry>
* If you don't care about command-line arguments, you must still define an
* empty arguments list, as follows:
* |[
- * #glkunix_argumentlist_t glkunix_arguments[] = {
- * { NULL, #glkunix_arg_End, NULL }
+ * glkunix_argumentlist_t glkunix_arguments[] = {
+ * { NULL, glkunix_arg_End, NULL }
* };
* ]|
*
* Here is a more complete sample list:
* |[
- * #glkunix_argumentlist_t glkunix_arguments[] = {
- * { "", #glkunix_arg_ValueFollows, "filename: The game file to load." },
- * { "-hum", #glkunix_arg_ValueFollows, "-hum NUM: Hum some NUM." },
- * { "-bom", #glkunix_arg_ValueCanFollow, "-bom [ NUM ]: Do a bom (on
- * the NUM, if given)." },
- * { "-goo", #glkunix_arg_NoValue, "-goo: Find goo." },
- * { "-wob", #glkunix_arg_NumberValue, "-wob NUM: Wob NUM times." },
- * { NULL, #glkunix_arg_End, NULL }
+ * glkunix_argumentlist_t glkunix_arguments[] = {
+ * { "", glkunix_arg_ValueFollows, "filename: The game file to load." },
+ * { "-hum", glkunix_arg_ValueFollows, "-hum NUM: Hum some NUM." },
+ * { "-bom", glkunix_arg_ValueCanFollow, "-bom [ NUM ]: Do a bom (on
+ * the NUM, if given)." },
+ * { "-goo", glkunix_arg_NoValue, "-goo: Find goo." },
+ * { "-wob", glkunix_arg_NumberValue, "-wob NUM: Wob NUM times." },
+ * { NULL, glkunix_arg_End, NULL }
* };
* ]|
* This would match the arguments <quote><code>thingfile -goo -wob8 -bom -hum
* After the library parses the command line, it does various occult rituals of
* initialization, and then calls glkunix_startup_code().
*
- * |[ int glkunix_startup_code(#glkunix_startup_t *data); ]|
+ * |[ int glkunix_startup_code(glkunix_startup_t *data); ]|
*
* This should return %TRUE if everything initializes properly. If it returns
* %FALSE, the library will shut down without ever calling your glk_main()
/**
* glkunix_startup_t:
+ * @argc: The number of arguments in @argv.
+ * @argv: Strings representing command line arguments.
*
* The fields are a standard Unix <code>(argc, argv)</code> list, which contain
* the arguments you requested from the command line. In deference to custom,