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.TH "XmDirection" "library call"
.SH "NAME"
\fBXmDirection\fR \(em Data type for the direction of widget components
.iX "XmDirection"
.iX "data types" "XmDirection"
.SH "SYNOPSIS"
.PP
.nf
#include <Xm/Xm\&.h>
.fi
.SH "DESCRIPTION"
.PP
\fBXmDirection\fR is the data type specifying the direction in which
the system displays subwidgets, children of
widgets, or other visual components that are to be laid out\&.
This data type also affects traversal order within tab groups\&.
.PP
\fBXmDirection\fR is implemented as an unsigned char bit mask\&.
The horizontal and vertical directions can be specified independent of
each other\&. \fBXmDirection\fR also specifies the precedence of the
horizontal and vertical directions relative to each other\&. For
example, a value of \fBXmRIGHT_TO_LEFT_TOP_TO_BOTTOM\fP lays out a
component horizontally from right to left first, then vertically
top to bottom\&.
.PP
\fBXmDirection\fR provides the following masks, each of which
corresponds to a particular bit in \fBXmDirection\fR:
.IP "   \(bu" 6
\fBXmRIGHT_TO_LEFT_MASK\fP
.IP "   \(bu" 6
\fBXmLEFT_TO_RIGHT_MASK\fP
.IP "   \(bu" 6
\fBXmTOP_TO_BOTTOM_MASK\fP
.IP "   \(bu" 6
\fBXmBOTTOM_TO_TOP_MASK\fP
.IP "   \(bu" 6
\fBXmPRECEDENCE_HORIZ_MASK\fP
.IP "   \(bu" 6
\fBXmPRECEDENCE_VERT_MASK\fP
.PP
In addition to the preceding single bit masks, \fBXmDirection\fR
also provides the following multiple bit masks\&. These multiple
bit masks are particularly useful as arguments to
\fBXmDirectionMatchPartial\fP:
.IP "   \(bu" 6
\fBXmHORIZONTAL_MASK\fP
.IP "   \(bu" 6
\fBXmPRECEDENCE_MASK\fP
.IP "   \(bu" 6
\fBXmVERTICAL_MASK\fP
.PP
Motif also provides the following enumerated constants for
specifying various combinations of directions:
.IP "\fBXmRIGHT_TO_LEFT_TOP_TO_BOTTOM\fP" 10
Specifies that the components are laid out from right to left first, then
top to bottom\&.
.IP "\fBXmLEFT_TO_RIGHT_TOP_TO_BOTTOM\fP" 10
Specifies that the components are laid out from left to right first, then
top to bottom\&.
.IP "\fBXmRIGHT_TO_LEFT_BOTTOM_TO_TOP\fP" 10
Specifies that the components are laid out from right to left first, then
bottom to top\&.
.IP "\fBXmLEFT_TO_RIGHT_BOTTOM_TO_TOP\fP" 10
Specifies that the components are laid out from left to right first, then
bottom to top\&.
.IP "\fBXmTOP_TO_BOTTOM_RIGHT_TO_LEFT\fP" 10
Specifies that the components are laid out from top to bottom first, then
right to left\&.
.IP "\fBXmTOP_TO_BOTTOM_LEFT_TO_RIGHT\fP" 10
Specifies that the components are laid out from top to bottom first, then
left to right\&.
.IP "\fBXmBOTTOM_TO_TOP_RIGHT_TO_LEFT\fP" 10
Specifies that the components are laid out from bottom to top first, then
right to left\&.
.IP "\fBXmBOTTOM_TO_TOP_LEFT_TO_RIGHT\fP" 10
Specifies that the components are laid out from bottom to top first, then
left to right\&.
.IP "\fBXmTOP_TO_BOTTOM\fP" 10
Specifies that the components are laid out from top to bottom\&.
If horizontal direction is important, do not use this constant\&.
.IP "\fBXmBOTTOM_TO_TOP\fP" 10
Specifies that the components are laid out from bottom to top\&.
If horizontal direction is important, do not use this constant\&.
.IP "\fBXmDEFAULT_DIRECTION\fP" 10
Specifies that the components are laid out according to the default
direction\&. (This constant is primarily for widget writers\&.)
.IP "\fBXmLEFT_TO_RIGHT\fP" 10
Specifies that the components are laid out from left to right\&.
If vertical direction is important, do not use this constant\&.
.IP "\fBXmRIGHT_TO_LEFT\fP" 10
Specifies that the components are laid out from right to left\&.
If vertical direction is important, do not use this constant\&.
.SH "RELATED"
.PP
\fBXmDirectionMatch\fP(3), \fBXmDirectionMatchPartial\fP(3),
\fBXmDirectionToStringDirection\fP(3), \fBXmString\fP(3),
\fBXmStringDirection\fP(3), and
\fBXmStringDirectionToDirection\fP(3)\&.
...\" created by instant / docbook-to-man, Sun 22 Dec 1996, 20:22