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1995-09-01
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This is Info file ../../info/lispref.info, produced by Makeinfo-1.63
from the input file lispref.texi.
Edition History:
GNU Emacs Lisp Reference Manual Second Edition (v2.01), May 1993 GNU
Emacs Lisp Reference Manual Further Revised (v2.02), August 1993 Lucid
Emacs Lisp Reference Manual (for 19.10) First Edition, March 1994
XEmacs Lisp Programmer's Manual (for 19.12) Second Edition, April 1995
GNU Emacs Lisp Reference Manual v2.4, June 1995 XEmacs Lisp
Programmer's Manual (for 19.13) Third Edition, July 1995
Copyright (C) 1990, 1991, 1992, 1993, 1994, 1995 Free Software
Foundation, Inc. Copyright (C) 1994, 1995 Sun Microsystems, Inc.
Copyright (C) 1995 Amdahl Corporation. Copyright (C) 1995 Ben Wing.
Permission is granted to make and distribute verbatim copies of this
manual provided the copyright notice and this permission notice are
preserved on all copies.
Permission is granted to copy and distribute modified versions of
this manual under the conditions for verbatim copying, provided that the
entire resulting derived work is distributed under the terms of a
permission notice identical to this one.
Permission is granted to copy and distribute translations of this
manual into another language, under the above conditions for modified
versions, except that this permission notice may be stated in a
translation approved by the Foundation.
Permission is granted to copy and distribute modified versions of
this manual under the conditions for verbatim copying, provided also
that the section entitled "GNU General Public License" is included
exactly as in the original, and provided that the entire resulting
derived work is distributed under the terms of a permission notice
identical to this one.
Permission is granted to copy and distribute translations of this
manual into another language, under the above conditions for modified
versions, except that the section entitled "GNU General Public License"
may be included in a translation approved by the Free Software
Foundation instead of in the original English.
File: lispref.info, Node: Interactive Call, Next: Command Loop Info, Prev: Defining Commands, Up: Command Loop
Interactive Call
================
After the command loop has translated a key sequence into a
definition, it invokes that definition using the function
`command-execute'. If the definition is a function that is a command,
`command-execute' calls `call-interactively', which reads the arguments
and calls the command. You can also call these functions yourself.
- Function: commandp OBJECT
Returns `t' if OBJECT is suitable for calling interactively; that
is, if OBJECT is a command. Otherwise, returns `nil'.
The interactively callable objects include strings and vectors
(treated as keyboard macros), lambda expressions that contain a
top-level call to `interactive', byte-code function objects made
from such lambda expressions, autoload objects that are declared
as interactive (non-`nil' fourth argument to `autoload'), and some
of the primitive functions.
A symbol is `commandp' if its function definition is `commandp'.
Keys and keymaps are not commands. Rather, they are used to look
up commands (*note Keymaps::.).
See `documentation' in *Note Accessing Documentation::, for a
realistic example of using `commandp'.
- Function: call-interactively COMMAND &optional RECORD-FLAG
This function calls the interactively callable function COMMAND,
reading arguments according to its interactive calling
specifications. An error is signaled if COMMAND is not a function
or if it cannot be called interactively (i.e., is not a command).
Note that keyboard macros (strings and vectors) are not accepted,
even though they are considered commands, because they are not
functions.
If RECORD-FLAG is the symbol `lambda', the interactive calling
arguments for `command' are read and returned as a list, but the
function is not called on them.
If RECORD-FLAG is `t', then this command and its arguments are
unconditionally added to the list `command-history'. Otherwise,
the command is added only if it uses the minibuffer to read an
argument. *Note Command History::.
- Function: command-execute COMMAND &optional RECORD-FLAG
This function executes COMMAND as an editing command. The
argument COMMAND must satisfy the `commandp' predicate; i.e., it
must be an interactively callable function or a keyboard macro.
A string or vector as COMMAND is executed with
`execute-kbd-macro'. A function is passed to
`call-interactively', along with the optional RECORD-FLAG.
A symbol is handled by using its function definition in its place.
A symbol with an `autoload' definition counts as a command if it
was declared to stand for an interactively callable function.
Such a definition is handled by loading the specified library and
then rechecking the definition of the symbol.
- Command: execute-extended-command PREFIX-ARGUMENT
This function reads a command name from the minibuffer using
`completing-read' (*note Completion::.). Then it uses
`command-execute' to call the specified command. Whatever that
command returns becomes the value of `execute-extended-command'.
If the command asks for a prefix argument, it receives the value
PREFIX-ARGUMENT. If `execute-extended-command' is called
interactively, the current raw prefix argument is used for
PREFIX-ARGUMENT, and thus passed on to whatever command is run.
`execute-extended-command' is the normal definition of `M-x', so
it uses the string `M-x ' as a prompt. (It would be better to
take the prompt from the events used to invoke
`execute-extended-command', but that is painful to implement.) A
description of the value of the prefix argument, if any, also
becomes part of the prompt.
(execute-extended-command 1)
---------- Buffer: Minibuffer ----------
1 M-x forward-word RET
---------- Buffer: Minibuffer ----------
=> t
- Function: interactive-p
This function returns `t' if the containing function (the one that
called `interactive-p') was called interactively, with the function
`call-interactively'. (It makes no difference whether
`call-interactively' was called from Lisp or directly from the
editor command loop.) If the containing function was called by
Lisp evaluation (or with `apply' or `funcall'), then it was not
called interactively.
The most common use of `interactive-p' is for deciding whether to
print an informative message. As a special exception,
`interactive-p' returns `nil' whenever a keyboard macro is being
run. This is to suppress the informative messages and speed
execution of the macro.
For example:
(defun foo ()
(interactive)
(and (interactive-p)
(message "foo")))
=> foo
(defun bar ()
(interactive)
(setq foobar (list (foo) (interactive-p))))
=> bar
;; Type `M-x foo'.
-| foo
;; Type `M-x bar'.
;; This does not print anything.
foobar
=> (nil t)
File: lispref.info, Node: Command Loop Info, Next: Events, Prev: Interactive Call, Up: Command Loop
Information from the Command Loop
=================================
The editor command loop sets several Lisp variables to keep status
records for itself and for commands that are run.
- Variable: last-command
This variable records the name of the previous command executed by
the command loop (the one before the current command). Normally
the value is a symbol with a function definition, but this is not
guaranteed.
The value is copied from `this-command' when a command returns to
the command loop, except when the command specifies a prefix
argument for the following command.
- Variable: this-command
This variable records the name of the command now being executed by
the editor command loop. Like `last-command', it is normally a
symbol with a function definition.
The command loop sets this variable just before running a command,
and copies its value into `last-command' when the command finishes
(unless the command specifies a prefix argument for the following
command).
Some commands set this variable during their execution, as a flag
for whatever command runs next. In particular, the functions for
killing text set `this-command' to `kill-region' so that any kill
commands immediately following will know to append the killed text
to the previous kill.
If you do not want a particular command to be recognized as the
previous command in the case where it got an error, you must code that
command to prevent this. One way is to set `this-command' to `t' at the
beginning of the command, and set `this-command' back to its proper
value at the end, like this:
(defun foo (args...)
(interactive ...)
(let ((old-this-command this-command))
(setq this-command t)
...do the work...
(setq this-command old-this-command)))
- Function: this-command-keys
This function returns a vector containing the key and mouse events
that invoked the present command, plus any previous commands that
generated the prefix argument for this command. (Note: this is not
the same as in FSF Emacs, which can return a string.) *Note
Events::.
This function copies the vector and the events; it is safe to keep
and modify them.
(this-command-keys)
;; Now use `C-u C-x C-e' to evaluate that.
=> [#<keypress-event control-U> #<keypress-event control-X> #<keypress-event control-E>]
- Variable: last-command-event
This variable is set to the last input event that was read by the
command loop as part of a command. The principal use of this
variable is in `self-insert-command', which uses it to decide which
character to insert.
This variable is off limits: you may not set its value or modify
the event that is its value, as it is destructively modified by
`read-key-sequence'. If you want to keep a pointer to this value,
you must use `copy-event'.
Note that this variable is an alias for `last-command-char' in FSF
Emacs.
last-command-event
;; Now type `C-u C-x C-e'.
=> #<keypress-event control-E>
- Variable: last-command-char
If the value of `last-command-event' is a keyboard event, then this
is the nearest ASCII equivalent to it. This the the value that
`self-insert-command' will put in the buffer. Remember that there
is *not* a 1:1 mapping between keyboard events and ASCII
characters: the set of keyboard events is much larger, so writing
code that examines this variable to determine what key has been
typed is bad practice, unless you are certain that it will be one
of a small set of characters.
This function exists for compatibility with Emacs version 18.
last-command-char
;; Now use `C-u C-x C-e' to evaluate that.
=> 5
The value is 5 because that is the ASCII code for `C-e'.
- Variable: current-mouse-event
This variable holds the mouse-button event which invoked this
command, or `nil'. This is what `(interactive "e")' returns.
- Variable: echo-keystrokes
This variable determines how much time should elapse before command
characters echo. Its value must be an integer, which specifies the
number of seconds to wait before echoing. If the user types a
prefix key (say `C-x') and then delays this many seconds before
continuing, the key `C-x' 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.
File: lispref.info, Node: Events, Next: Reading Input, Prev: Command Loop Info, Up: Command Loop
Events
======
The XEmacs command loop reads a sequence of "events" that represent
keyboard or mouse activity. Unlike in Emacs 18 and in FSF Emacs,
events are a primitive Lisp type that must be manipulated using their
own accessor and settor primitives. This section describes the
representation and meaning of input events in detail.
A key sequence that starts with a mouse event is read using the
keymaps of the buffer in the window that the mouse was in, not the
current buffer. This does not imply that clicking in a window selects
that window or its buffer--that is entirely under the control of the
command binding of the key sequence.
For information about how exactly the XEmacs command loop works,
*Note Reading Input::.
- Function: eventp OBJECT
This function returns non-`nil' if EVENT is an input event.
* Menu:
* Event Types:: Events come in different types.
* Event Contents:: What the contents of each event type are.
* Event Predicates:: Querying whether an event is of a
particular type.
* Accessing Mouse Event Positions::
Determining where a mouse event occurred,
and over what.
* Accessing Other Event Info:: Accessing non-positional event info.
* Working With Events:: Creating, copying, and destroying events.
* Converting Events:: Converting between events, keys, and
characters.
File: lispref.info, Node: Event Types, Next: Event Contents, Up: Events
Event Types
-----------
Events represent keyboard or mouse activity or status changes of
various sorts, such as process input being available or a timeout being
triggered. The different event types are as follows:
key-press event
A key was pressed. Note that modifier keys such as "control",
"shift", and "alt" do not generate events; instead, they are
tracked internally by XEmacs, and non-modifier key presses
generate events that specify both the key pressed and the
modifiers that were held down at the time.
button-press event
button-release event
A button was pressed or released. Along with the button that was
pressed or released, button events specify the modifier keys that
were held down at the time and the position of the pointer at the
time.
pointer-motion event
The pointer was moved. Along with the position of the pointer,
these events also specify the modifier keys that were held down at
the time.
misc-user event
A menu item was selected, or the scrollbar was used.
process event
Input is available on a process.
timeout event
A timeout has triggered.
magic event
Some window-system-specific action (such as a frame being resized
or a portion of a frame needing to be redrawn) has occurred. The
contents of this event are not accessible at the E-Lisp level, but
`dispatch-event' knows what to do with an event of this type.
eval event
This is a special kind of event specifying that a particular
function needs to be called when this event is dispatched. An
event of this type is sometimes placed in the event queue when a
magic event is processed. This kind of event should generally
just be passed off to `dispatch-event'. *Note Dispatching an
Event::.
File: lispref.info, Node: Event Contents, Next: Event Predicates, Prev: Event Types, Up: Events
Contents of the Different Types of Events
-----------------------------------------
Every event, no matter what type it is, contains a timestamp (which
is typically an offset in milliseconds from when the X server was
started) indicating when the event occurred. In addition, many events
contain a "channel", which specifies which frame the event occurred on,
and/or a value indicating which modifier keys (shift, control, etc.)
were held down at the time of the event.
The contents of each event are as follows:
key-press event
channel
timestamp
key
Which key was pressed. This is an integer (in the printing
ASCII range: >32 and <127) or a symbol such as `left' or
`right'. Note that many physical keys are actually treated
as two separate keys, depending on whether the shift key is
pressed; for example, the "a" key is treated as either "a" or
"A" depending on the state of the shift key, and the "1" key
is similarly treated as either "1" or "!" on most keyboards.
In such cases, the shift key does not show up in the modifier
list. For other keys, such as `backspace', the shift key
shows up as a regular modifier.
modifiers
Which modifier keys were pressed. As mentioned above, the
shift key is not treated as a modifier for many keys and will
not show up in this list in such cases.
button-press event
button-release event
channel
timestamp
button
What button went down or up. Buttons are numbered starting
at 1.
modifiers
Which modifier keys were pressed. The special business
mentioned above for the shift key does *not* apply to mouse
events.
x
y
The position of the pointer (in pixels) at the time of the
event.
pointer-motion event
channel
timestamp
x
y
The position of the pointer (in pixels) after it moved.
modifiers
Which modifier keys were pressed. The special business
mentioned above for the shift key does *not* apply to mouse
events.
misc-user event
timestamp
function
The E-Lisp function to call for this event. This is normally
either `eval' or `call-interactively'.
object
The object to pass to the function. This is normally the
callback that was specified in the menu description.
process_event
timestamp
process
The Emacs "process" object in question.
timeout event
timestamp
function
The E-Lisp function to call for this timeout. It is called
with one argument, the event.
object
Some Lisp object associated with this timeout, to make it
easier to tell them apart. The function and object for this
event were specified when the timeout was set.
magic event
timestamp
(The rest of the information in this event is not user-accessible.)
eval event
timestamp
function
An E-Lisp function to call when this event is dispatched.
object
The object to pass to the function. The function and object
are set when the event is created.
File: lispref.info, Node: Event Predicates, Next: Accessing Mouse Event Positions, Prev: Event Contents, Up: Events
Event Predicates
----------------
The following predicates return whether an object is an event of a
particular type.
- Function: button-event-p OBJECT OBJECT
This is true if OBJECT is a button-press or button-release event.
- Function: button-press-event-p OBJECT
This is true if OBJECT is a mouse-button-press event.
- Function: button-release-event-p OBJECT
This is true if OBJECT is a mouse-button-release event.
- Function: eval-event-p OBJECT
This is true if OBJECT is an eval or misc-user event.
- Function: key-press-event-p OBJECT
This is true if OBJECT is a key-press event.
- Function: misc-user-event-p OBJECT
This is true if OBJECT is a misc-user event.
- Function: motion-event-p OBJECT
This is true if OBJECT is a mouse-motion event.
- Function: process-event-p OBJECT
This is true if OBJECT is a process event.
- Function: timeout-event-p OBJECT
This is true if OBJECT is a timeout event.
- Function: event-live-p OBJECT
This is true if OBJECT is any event that has not been deallocated.
File: lispref.info, Node: Accessing Mouse Event Positions, Next: Accessing Other Event Info, Prev: Event Predicates, Up: Events
Accessing the Position of a Mouse Event
---------------------------------------
Unlike other events, mouse events (i.e. mouse-motion, button-press,
and button-release events) occur in a particular location on the screen.
Many primitives are provided for determining exactly where the event
occurred and what is under that location.
* Menu:
* Frame-Level Event Position Info::
* Window-Level Event Position Info::
* Event Text Position Info::
* Event Glyph Position Info::
* Event Toolbar Position Info::
* Other Event Position Info::
File: lispref.info, Node: Frame-Level Event Position Info, Next: Window-Level Event Position Info, Up: Accessing Mouse Event Positions
Frame-Level Event Position Info
...............................
The following functions return frame-level information about where a
mouse event occurred.
- Function: event-frame EVENT
This function returns the "channel" or frame that the given mouse
motion, button press, or button release event occurred in. This
will be `nil' for non-mouse events.
- Function: event-x-pixel EVENT
This function returns the X position in pixels of the given mouse
event. The value returned is relative to the frame the event
occurred in. This will signal an error if the event is not a
mouse-motion, button-press, or button-release event.
- Function: event-y-pixel EVENT
This function returns the Y position in pixels of the given mouse
event. The value returned is relative to the frame the event
occurred in. This will signal an error if the event is not a
mouse-motion, button-press, or button-release event.
File: lispref.info, Node: Window-Level Event Position Info, Next: Event Text Position Info, Prev: Frame-Level Event Position Info, Up: Accessing Mouse Event Positions
Window-Level Event Position Info
................................
The following functions return window-level information about where
a mouse event occurred.
- Function: event-window EVENT
Given a mouse motion, button press, or button release event,
compute and return the window on which that event occurred. This
may be `nil' if the event occurred in the border or over a
toolbar. The modeline is considered to be in the window it
represents.
- Function: event-buffer EVENT
Given a mouse motion, button press, or button release event,
compute and return the buffer of the window on which that event
occurred. This may be `nil' if the event occurred in the border
or over a toolbar. The modeline is considered to be in the window
it represents. This is equivalent to calling `event-window' and
then calling `event-buffer' on the result if it is a window.
- Function: event-window-x-pixel EVENT
This function returns the X position in pixels of the given mouse
event. The value returned is relative to the window the event
occurred in. This will signal an error if the event is not a
mouse-motion, button-press, or button-release event.
- Function: event-window-y-pixel EVENT
This function returns the Y position in pixels of the given mouse
event. The value returned is relative to the window the event
occurred in. This will signal an error if the event is not a
mouse-motion, button-press, or button-release event.
File: lispref.info, Node: Event Text Position Info, Next: Event Glyph Position Info, Prev: Window-Level Event Position Info, Up: Accessing Mouse Event Positions
Event Text Position Info
........................
The following functions return information about the text (including
the modeline) that a mouse event occurred over or near.
- Function: event-over-text-area-p EVENT
Given a mouse-motion, button-press, or button-release event, this
function returns `t' if the event is over the the text area of a
window. Otherwise, `nil' is returned. The modeline is not
considered to be part of the text area.
- Function: event-over-modeline-p EVENT
Given a mouse-motion, button-press, or button-release event, this
function returns `t' if the event is over the modeline of a window.
Otherwise, `nil' is returned.
- Function: event-x EVENT
This function returns the X position of the given mouse-motion,
button-press, or button-release event in characters. This is
relative to the window the event occurred over.
- Function: event-y EVENT
This function returns the Y position of the given mouse-motion,
button-press, or button-release event in characters. This is
relative to the window the event occurred over.
- Function: event-point EVENT
This function returns the character position of the given
mouse-motion, button-press, or button-release event. If the event
did not occur over a window, or did not occur over text, then this
returns `nil'. Otherwise, it returns an index into the buffer
visible in the event's window.
- Function: event-closest-point EVENT
This function returns the character position of the given
mouse-motion, button-press, or button-release event. If the event
did not occur over a window or over text, it returns the closest
point to the location of the event. If the Y pixel position
overlaps a window and the X pixel position is to the left of that
window, the closest point is the beginning of the line containing
the Y position. If the Y pixel position overlaps a window and the
X pixel position is to the right of that window, the closest point
is the end of the line containing the Y position. If the Y pixel
position is above a window, 0 is returned. If it is below a
window, the value of `(window-end)' is returned.
File: lispref.info, Node: Event Glyph Position Info, Next: Event Toolbar Position Info, Prev: Event Text Position Info, Up: Accessing Mouse Event Positions
Event Glyph Position Info
.........................
The following functions return information about the glyph (if any)
that a mouse event occurred over.
- Function: event-over-glyph-p EVENT
Given a mouse-motion, button-press, or button-release event, this
function returns `t' if the event is over a glyph. Otherwise,
`nil' is returned.
- Function: event-glyph-extent EVENT
If the given mouse-motion, button-press, or button-release event
happened on top of a glyph, this returns its extent; else `nil' is
returned.
- Function: event-glyph-x-pixel EVENT
Given a mouse-motion, button-press, or button-release event over a
glyph, this function returns the X position of the pointer
relative to the upper left of the glyph. If the event is not over
a glyph, it returns `nil'.
- Function: event-glyph-y-pixel EVENT
Given a mouse-motion, button-press, or button-release event over a
glyph, this function returns the Y position of the pointer
relative to the upper left of the glyph. If the event is not over
a glyph, it returns `nil'.
File: lispref.info, Node: Event Toolbar Position Info, Next: Other Event Position Info, Prev: Event Glyph Position Info, Up: Accessing Mouse Event Positions
Event Toolbar Position Info
...........................
- Function: event-over-toolbar-p EVENT
Given a mouse-motion, button-press, or button-release event, this
function returns `t' if the event is over a toolbar. Otherwise,
`nil' is returned.
- Function: event-toolbar-button EVENT
If the given mouse-motion, button-press, or button-release event
happened on top of a toolbar button, this function returns the
button. Otherwise, `nil' is returned.
File: lispref.info, Node: Other Event Position Info, Prev: Event Toolbar Position Info, Up: Accessing Mouse Event Positions
Other Event Position Info
.........................
- Function: event-over-border-p EVENT
Given a mouse-motion, button-press, or button-release event, this
function returns `t' if the event is over an internal toolbar.
Otherwise, `nil' is returned.
File: lispref.info, Node: Accessing Other Event Info, Next: Working With Events, Prev: Accessing Mouse Event Positions, Up: Events
Accessing the Other Contents of Events
--------------------------------------
The following functions allow access to the contents of events other
than the position info described in the previous section.
- Function: event-timestamp EVENT
This function returns the timestamp of the given event object.
- Function: event-device EVENT
This function returns the device that the given event occurred on.
- Function: event-key EVENT
This function returns the KeySym of the given key-press event.
This will be the ASCII code of a printing character, or a symbol.
- Function: event-button EVENT
This function returns the button-number of the given
mouse-button-press event.
- Function: event-modifiers EVENT
This function returns a list of symbols, the names of the modifier
keys which were down when the given mouse or keyboard event was
produced.
- Function: event-modifier-bits EVENT
This function returns a number representing the modifier keys
which were down when the given mouse or keyboard event was
produced.
- Function: event-function EVENT
This function returns the callback function of the given timeout,
misc-user, or eval event.
- Function: event-object EVENT
This function returns the callback function argument of the given
timeout, misc-user, or eval event.
- Function: event-process EVENT
This function returns the process of the given process event.
File: lispref.info, Node: Working With Events, Next: Converting Events, Prev: Accessing Other Event Info, Up: Events
Working With Events
-------------------
XEmacs provides primitives for creating, copying, and destroying
event objects. Many functions that return events take an event object
as an argument and fill in the fields of this event; or they make accept
either an event object or `nil', creating the event object first in the
latter case.
- Function: allocate-event
This function returns an empty event structure. WARNING: The event
object returned may be a reused one; see the function
`deallocate-event'.
- Function: copy-event EVENT1 &optional EVENT2
This function makes a copy of the given event object. If a second
argument is given, the first event is copied into the second and
the second is returned. If the second argument is not supplied
(or is `nil') then a new event will be made as with
`allocate-event'.
- Function: deallocate-event EVENT
This function allows the given event structure to be reused. You
*MUST NOT* use this event object after calling this function with
it. You will lose. It is not necessary to call this function, as
event objects are garbage-collected like all other objects;
however, it may be more efficient to explicitly deallocate events
when you are sure that that is safe.
File: lispref.info, Node: Converting Events, Prev: Working With Events, Up: Events
Converting Events
-----------------
XEmacs provides some auxiliary functions for converting between
events and other ways of representing keys. These are useful when
working with ASCII strings and with keymaps.
- Function: character-to-event CH &optional EVENT DEVICE
This function converts a numeric ASCII value to an event structure,
replete with modifier bits. CH is the character to convert, and
EVENT is the event object to fill in. This function contains
knowledge about what the codes "mean" - for example, the number 9
is converted to the character Tab, not the distinct character
Control-I.
Note that CH does not have to be a numeric value, but can be a
symbol such as `clear' or a list such as `(control backspace)'.
If `event' is not `nil', it is modified; otherwise, a new event
object is created. In both cases, the event is returned.
Optional third arg DEVICE is the device to store in the event;
this also affects whether the high bit is interpreted as a meta
key. A value of `nil' means use the selected device but always
treat the high bit as meta.
Beware that `character-to-event' and `event-to-character' are not
strictly inverse functions, since events contain much more
information than the ASCII character set can encode.
- Function: event-to-character EVENT &optional ALLOW-EXTRA-MODIFIERS
ALLOW-META ALLOW-NON-ASCII
This function returns the closest ASCII approximation to EVENT.
If the event isn't a keypress, this returns `nil'.
If ALLOW-EXTRA-MODIFIERS is non-`nil', then this is lenient in its
translation; it will ignore modifier keys other than control and
meta, and will ignore the shift modifier on those characters which
have no shifted ASCII equivalent (Control-Shift-A for example,
will be mapped to the same ASCII code as Control-A).
If ALLOW-META is non-`nil', then the Meta modifier will be
represented by turning on the high bit of the byte returned;
otherwise, `nil' will be returned for events containing the Meta
modifier.
If ALLOW-NON-ASCII is non-`nil', then characters which are present
in the prevailing character set (*note variable
`character-set-property': Keymaps.) will be returned as their code
in that character set, instead of the return value being
restricted to ASCII.
Note that specifying both ALLOW-META and ALLOW-NON-ASCII is
ambiguous, as both use the high bit; M-x and oslash will be
indistinguishable.
- Function: events-to-keys EVENTS &optional NO-MICE
Given a vector of event objects, this function returns a vector of
key descriptors, or a string (if they all fit in the ASCII range).
Optional arg NO-MICE means that button events are not allowed.
File: lispref.info, Node: Reading Input, Next: Waiting, Prev: Events, Up: Command Loop
Reading Input
=============
The editor command loop reads keyboard input using the function
`next-event' and constructs key sequences out of the events using
`dispatch-event'. Lisp programs can also use the function
`read-key-sequence', which reads input a key sequence at a time. See
also `momentary-string-display' in *Note Temporary Displays::, and
`sit-for' in *Note Waiting::. *Note Terminal Input::, for functions
and variables for controlling terminal input modes and debugging
terminal input.
For higher-level input facilities, see *Note Minibuffers::.
* Menu:
* Key Sequence Input:: How to read one key sequence.
* Reading One Event:: How to read just one event.
* Dispatching an Event:: What to do with an event once it has been read.
* Quoted Character Input:: Asking the user to specify a character.
* Peeking and Discarding:: How to reread or throw away input events.
File: lispref.info, Node: Key Sequence Input, Next: Reading One Event, Up: Reading Input
Key Sequence Input
------------------
Lisp programs can read input a key sequence at a time by calling
`read-key-sequence'; for example, `describe-key' uses it to read the
key to describe.
- Function: read-key-sequence PROMPT
This function reads a sequence of keystrokes or mouse clicks and
returns it as a vector of events. It keeps reading events until
it has accumulated a full key sequence; that is, enough to specify
a non-prefix command using the currently active keymaps.
The vector and the event objects it contains are freshly created,
and will not be side-effected by subsequent calls to this function.
The function `read-key-sequence' suppresses quitting: `C-g' typed
while reading with this function works like any other character,
and does not set `quit-flag'. *Note Quitting::.
The argument PROMPT is either a string to be displayed in the echo
area as a prompt, or `nil', meaning not to display a prompt.
If the user selects a menu item while we are prompting for a key
sequence, the returned value will be a vector of a single
menu-selection event (a misc-user event). An error will be
signalled if you pass this value to `lookup-key' or a related
function.
In the example below, the prompt `?' is displayed in the echo area,
and the user types `C-x C-f'.
(read-key-sequence "?")
---------- Echo Area ----------
?`C-x C-f'
---------- Echo Area ----------
=> [#<keypress-event control-X> #<keypress-event control-F>]
If an input character is an upper-case letter and has no key binding,
but its lower-case equivalent has one, then `read-key-sequence'
converts the character to lower case. Note that `lookup-key' does not
perform case conversion in this way.
File: lispref.info, Node: Reading One Event, Next: Dispatching an Event, Prev: Key Sequence Input, Up: Reading Input
Reading One Event
-----------------
The lowest level functions for command input are those which read a
single event. These functions often make a distinction between
"command events", which are user actions (keystrokes and mouse
actions), and other events, which serve as communication between XEmacs
and the window system.
- Function: next-event &optional EVENT PROMPT
This function reads and returns the next available event from the
window system or terminal driver, waiting if necessary until an
event is available. Pass this object to `dispatch-event' to
handle it. If an event object is supplied, it is filled in and
returned; otherwise a new event object will be created.
Events can come directly from the user, from a keyboard macro, or
from `unread-command-events'.
In most cases, the function `next-command-event' is more
appropriate.
- Function: next-command-event &optional EVENT
This function returns the next available "user" event from the
window system or terminal driver. Pass this object to
`dispatch-event' to handle it. If an event object is supplied, it
is filled in and returned, otherwise a new event object will be
created.
The event returned will be a keyboard, mouse press, or mouse
release event. If there are non-command events available (mouse
motion, sub-process output, etc) then these will be executed (with
`dispatch-event') and discarded. This function is provided as a
convenience; it is equivalent to the Lisp code
(while (progn
(next-event event)
(not (or (key-press-event-p event)
(button-press-event-p event)
(button-release-event-p event)
(menu-event-p event))))
(dispatch-event event))
Here is what happens if you call `next-command-event' and then
press the right-arrow function key:
(next-command-event)
=> #<keypress-event right>
- Function: read-char
This function reads and returns a character of command input. If a
mouse click is detected, an error is signalled. The character
typed is returned as an ASCII value. This function is retained for
compatibility with Emacs 18, and is most likely the wrong thing
for you to be using: consider using `next-command-event' instead.
- Function: enqueue-eval-event FUNCTION OBJECT
This function adds an eval event to the back of the queue. The
eval event will be the next event read after all pending events.
File: lispref.info, Node: Dispatching an Event, Next: Quoted Character Input, Prev: Reading One Event, Up: Reading Input
Dispatching an Event
--------------------
- Function: dispatch-event EVENT
Given an event object returned by `next-event', this function
executes it. This is the basic function that makes XEmacs respond
to user input; it also deals with notifications from the window
system (such as Expose events).
File: lispref.info, Node: Quoted Character Input, Next: Peeking and Discarding, Prev: Dispatching an Event, Up: Reading Input
Quoted Character Input
----------------------
You can use the function `read-quoted-char' to ask the user to
specify a character, and allow the user to specify a control or meta
character conveniently, either literally or as an octal character code.
The command `quoted-insert' uses this function.
- Function: read-quoted-char &optional PROMPT
This function is like `read-char', except that if the first
character read is an octal digit (0-7), it reads up to two more
octal digits (but stopping if a non-octal digit is found) and
returns the character represented by those digits in octal.
Quitting is suppressed when the first character is read, so that
the user can enter a `C-g'. *Note Quitting::.
If PROMPT is supplied, it specifies a string for prompting the
user. The prompt string is always displayed in the echo area,
followed by a single `-'.
In the following example, the user types in the octal number 177
(which is 127 in decimal).
(read-quoted-char "What character")
---------- Echo Area ----------
What character-`177'
---------- Echo Area ----------
=> 127
File: lispref.info, Node: Peeking and Discarding, Prev: Quoted Character Input, Up: Reading Input
Miscellaneous Event Input Features
----------------------------------
This section describes how to "peek ahead" at events without using
them up, how to check for pending input, and how to discard pending
input.
See also the variables `last-command-event' and `last-command-char'
(*Note Command Loop Info::).
- Variable: unread-command-events
This variable holds a list of events waiting to be read as command
input. The events are used in the order they appear in the list,
and removed one by one as they are used.
The variable is needed because in some cases a function reads a
event and then decides not to use it. Storing the event in this
variable causes it to be processed normally, by the command loop
or by the functions to read command input.
For example, the function that implements numeric prefix arguments
reads any number of digits. When it finds a non-digit event, it
must unread the event so that it can be read normally by the
command loop. Likewise, incremental search uses this feature to
unread events with no special meaning in a search, because these
events should exit the search and then execute normally.
- Variable: unread-command-event
This variable holds a single event to be read as command input.
This variable is mostly obsolete now that you can use
`unread-command-events' instead; it exists only to support programs
written for versions of XEmacs prior to 19.12.
- Function: input-pending-p
This function determines whether any command input is currently
available to be read. It returns immediately, with value `t' if
there is available input, `nil' otherwise. On rare occasions it
may return `t' when no input is available.
- Variable: last-input-event
This variable is set to the last keyboard or mouse button event
received.
This variable is off limits: you may not set its value or modify
the event that is its value, as it is destructively modified by
`read-key-sequence'. If you want to keep a pointer to this value,
you must use `copy-event'.
Note that this variable is an alias for `last-input-char' in FSF
Emacs.
In the example below, a character is read (the character `1'). It
becomes the value of `last-input-event', while `C-e' (from the
`C-x C-e' command used to evaluate this expression) remains the
value of `last-command-event'.
(progn (print (next-command-event))
(print last-command-event)
last-input-event)
-| #<keypress-event 1>
-| #<keypress-event control-E>
=> #<keypress-event 1>
- Variable: last-input-char
If the value of `last-input-event' is a keyboard event, then this
is the nearest ASCII equivalent to it. Remember that there is
*not* a 1:1 mapping between keyboard events and ASCII characters:
the set of keyboard events is much larger, so writing code that
examines this variable to determine what key has been typed is bad
practice, unless you are certain that it will be one of a small
set of characters.
This function exists for compatibility with Emacs version 18.
- Function: discard-input
This function discards the contents of the terminal input buffer
and cancels any keyboard macro that might be in the process of
definition. It returns `nil'.
In the following example, the user may type a number of characters
right after starting the evaluation of the form. After the
`sleep-for' finishes sleeping, `discard-input' discards any
characters typed during the sleep.
(progn (sleep-for 2)
(discard-input))
=> nil
File: lispref.info, Node: Waiting, Next: Quitting, Prev: Reading Input, Up: Command Loop
Waiting for Elapsed Time or Input
=================================
The wait functions are designed to wait for a certain amount of time
to pass or until there is input. For example, you may wish to pause in
the middle of a computation to allow the user time to view the display.
`sit-for' pauses and updates the screen, and returns immediately if
input comes in, while `sleep-for' pauses without updating the screen.
Note that in FSF Emacs, the commands `sit-for' and `sleep-for' take
two arguments to specify the time (one integer and one float value),
instead of a single argument that can be either an integer or a float.
- Function: sit-for SECONDS &optional NODISP
This function performs redisplay (provided there is no pending
input from the user), then waits SECONDS seconds, or until input is
available. The result is `t' if `sit-for' waited the full time
with no input arriving (see `input-pending-p' in *Note Peeking and
Discarding::). Otherwise, the value is `nil'.
The argument SECONDS need not be an integer. If it is a floating
point number, `sit-for' waits for a fractional number of seconds.
Redisplay is normally preempted if input arrives, and does not
happen at all if input is available before it starts. (You can
force screen updating in such a case by using `force-redisplay'.
*Note Refresh Screen::.) If there is no input pending, you can
force an update with no delay by using `(sit-for 0)'.
If NODISP is non-`nil', then `sit-for' does not redisplay, but it
still returns as soon as input is available (or when the timeout
elapses).
The usual purpose of `sit-for' is to give the user time to read
text that you display.
- Function: sleep-for SECONDS
This function simply pauses for SECONDS seconds without updating
the display. This function pays no attention to available input.
It returns `nil'.
The argument SECONDS need not be an integer. If it is a floating
point number, `sleep-for' waits for a fractional number of seconds.
Use `sleep-for' when you wish to guarantee a delay.
*Note Time of Day::, for functions to get the current time.