Curses-Devkit

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<C><#VL>Home        <#VL>KEY_HOME       <#VL>
<C><#VL>End         <#VL>KEY_END        <#VL>
<C><#VL>Escape      <#VL>KEY_ESC        <#VL>
<C><#LL><#HL(11)><#BT><#HL(14)><#LR>
</B>draw<!B>
This method draws the object on the screen. The following example demonstrates
how to call the draw method.
<C></B>$entryObject->draw ( options );
 
The options are defined in the following table.

</U>Option      Default Value       Type       Purpose<!U>
Box         True                Scalar     Draws the window with a box around it.

</B>erase<!B>
This method removes the object from the screen. This does </B/U>NOT<!B!U> 
destroy the object. The following example demonstrates how to call the erase 
method.
<C></B>$entryObject->erase ();

</B>clean<!B>
This method cleans the information from inside the entry object. The following
example demonstrates how to call the clean method.
<C></B>$entryObject->clean();

</B>raise<!B>
The raise method raises the widget to the top of the screen. This means if there
were any widgets obscuring part of the view, raising the object would bring the
complete object into view. The following example demonstrates how to call the 
raise method.
<C></B>$entryObject->raise();

</B>lower<!B>
The lower method lowers the object so it doesn't obscure the view of any other 
objects. The following example demonstrates how to call the lower method.
<C></B>$entryObject->lower();

</B>register<!B>
The register method registers the object to the default screen. This does </R>NOT<!R>
have to be called since the objects are registered automatically. This method
should be called if the </B>unregister<!B> method was called. The following
example demonstrates how to call the register method.
<C></B>$entryObject->register();

</B>unregister<!B>
The unregister method should be called when a widget, which is part of the
default screen, needs to be taken away temporarily. This does not delete or free
the object, it just unmaps it from any future screen refreshes. The object can
be registered by calling the </B>register<!B> method. The following example
demonstrates how to call the unregister method.
<C></B>$entryObject->unregister();

</B>getwin<!B>
This method returns a pointer to the window of the object. Not much use for this
yet. It will be useful in the future when the drawing methods are added. The
following example demonstrates how to call the getwin method.
<C></B>$entryObject->getwin();

</R>Default Key Bindings<!R>
</U>Key               Action<!U>
Left Arrow        Moves the cursor one character to the left.
Right Arrow       Moves the cursor one character to the right.
Delete            Deletes the character to the left of the cursor.
Backspace         Deletes the character to the left of the cursor.
Return            Exits the widget and returns a scalar representing
                  the informarion which was typed into the field.
Tab               Exits the widget and returns a scalar representing
                  the informarion which was typed into the field.
Escape            Exits the widget and returns undef.
CTRL-R            Refreshes the screen.

</R>Tips & Tricks<!R>
<B=*>The label can be put on the left, right, top or bottom of the field, 
<I=5>allowing for a more dynamic placement of the label itself.
<B=*>Setting the Dtype variable to a hidden type creates an entry field
<I=5>suitable for a password.

</R>Physical Restrictions<!R>
None.

</R>Example Use Of The Widget<!R>
<F=../examples/entry>
<C><#HL(70)>
<C>Document Created: June,     1995
<C>Document Revised: November, 1995
<C>Document Revised: March,    1996
<C>Document Revised: June,     1996



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