@c -*-texinfo-*-@c This is part of the GNU Emacs Lisp Reference Manual.@c Copyright (C) 1990, 1991, 1992, 1993, 1994, 1995, 1998, 1999, 2000, 2001,@c 2002, 2003, 2004, 2005 Free Software Foundation, Inc.@c See the file elisp.texi for copying conditions.@setfilename ../info/display@node Display, System Interface, Processes, Top@chapter Emacs Display This chapter describes a number of features related to the displaythat Emacs presents to the user.@menu* Refresh Screen:: Clearing the screen and redrawing everything on it.* Forcing Redisplay:: Forcing redisplay.* Truncation:: Folding or wrapping long text lines.* The Echo Area:: Displaying messages at the bottom of the screen.* Warnings:: Displaying warning messages for the user.* Invisible Text:: Hiding part of the buffer text.* Selective Display:: Hiding part of the buffer text (the old way).* Temporary Displays:: Displays that go away automatically.* Overlays:: Use overlays to highlight parts of the buffer.* Width:: How wide a character or string is on the screen.* Line Height:: Controlling the height of lines.* Faces:: A face defines a graphics style for text characters: font, colors, etc.* Fringes:: Controlling window fringes.* Scroll Bars:: Controlling vertical scroll bars.* Pointer Shape:: Controlling the mouse pointer shape.* Display Property:: Enabling special display features.* Images:: Displaying images in Emacs buffers.* Buttons:: Adding clickable buttons to Emacs buffers.* Blinking:: How Emacs shows the matching open parenthesis.* Usual Display:: The usual conventions for displaying nonprinting chars.* Display Tables:: How to specify other conventions.* Beeping:: Audible signal to the user.* Window Systems:: Which window system is being used.@end menu@node Refresh Screen@section Refreshing the Screen The function @code{redraw-frame} clears and redisplays the entirecontents of a given frame (@pxref{Frames}). This is useful if thescreen is corrupted.@c Emacs 19 feature@defun redraw-frame frameThis function clears and redisplays frame @var{frame}.@end defun Even more powerful is @code{redraw-display}:@deffn Command redraw-displayThis function clears and redisplays all visible frames.@end deffn This function calls for redisplay of certain windows, the next timeredisplay is done, but does not clear them first.@defun force-window-update &optional objectThis function forces redisplay of some or all windows. If@var{object} is a window, it forces redisplay of that window. If@var{object} is a buffer or buffer name, it forces redisplay of allwindows displaying that buffer. If @var{object} is @code{nil} (oromitted), it forces redisplay of all windows.@end defun Processing user input takes absolute priority over redisplay. If youcall these functions when input is available, they do nothingimmediately, but a full redisplay does happen eventually---after all theinput has been processed. Normally, suspending and resuming Emacs also refreshes the screen.Some terminal emulators record separate contents for display-orientedprograms such as Emacs and for ordinary sequential display. If you areusing such a terminal, you might want to inhibit the redisplay onresumption.@defvar no-redraw-on-reenter@cindex suspend (cf. @code{no-redraw-on-reenter})@cindex resume (cf. @code{no-redraw-on-reenter})This variable controls whether Emacs redraws the entire screen after ithas been suspended and resumed. Non-@code{nil} means there is no needto redraw, @code{nil} means redrawing is needed. The default is @code{nil}.@end defvar@node Forcing Redisplay@section Forcing Redisplay@cindex forcing redisplay Emacs redisplay normally stops if input arrives, and does not happenat all if input is available before it starts. Most of the time, thisis exactly what you want. However, you can prevent preemption bybinding @code{redisplay-dont-pause} to a non-@code{nil} value.@tindex redisplay-dont-pause@defvar redisplay-dont-pauseIf this variable is non-@code{nil}, pending input does notprevent or halt redisplay; redisplay occurs, and finishes,regardless of whether input is available.@end defvar You can request a display update, but only if no input is pending,with @code{(sit-for 0)}. To force a display update even when input ispending, do this:@example(let ((redisplay-dont-pause t)) (sit-for 0))@end example@node Truncation@section Truncation@cindex line wrapping@cindex continuation lines@cindex @samp{$} in display@cindex @samp{\} in display When a line of text extends beyond the right edge of a window, theline can either be continued on the next screen line, or truncated toone screen line. The additional screen lines used to display a longtext line are called @dfn{continuation} lines. Normally, a @samp{$} inthe rightmost column of the window indicates truncation; a @samp{\} onthe rightmost column indicates a line that ``wraps'' onto the next line,which is also called @dfn{continuing} the line. (The display table canspecify alternative indicators; see @ref{Display Tables}.) On a window system display, the @samp{$} and @samp{\} indicators arereplaced with arrow images displayed in the window fringes(@pxref{Fringes}). Note that continuation is different from filling; continuation happenson the screen only, not in the buffer contents, and it breaks a lineprecisely at the right margin, not at a word boundary. @xref{Filling}.@defopt truncate-linesThis buffer-local variable controls how Emacs displays lines that extendbeyond the right edge of the window. The default is @code{nil}, whichspecifies continuation. If the value is non-@code{nil}, then theselines are truncated.If the variable @code{truncate-partial-width-windows} is non-@code{nil},then truncation is always used for side-by-side windows (within oneframe) regardless of the value of @code{truncate-lines}.@end defopt@defopt default-truncate-linesThis variable is the default value for @code{truncate-lines}, forbuffers that do not have buffer-local values for it.@end defopt@defopt truncate-partial-width-windowsThis variable controls display of lines that extend beyond the rightedge of the window, in side-by-side windows (@pxref{Splitting Windows}).If it is non-@code{nil}, these lines are truncated; otherwise,@code{truncate-lines} says what to do with them.@end defopt When horizontal scrolling (@pxref{Horizontal Scrolling}) is in use ina window, that forces truncation. If your buffer contains @emph{very} long lines, and you usecontinuation to display them, just thinking about them can make Emacsredisplay slow. The column computation and indentation functions alsobecome slow. Then you might find it advisable to set@code{cache-long-line-scans} to @code{t}.@defvar cache-long-line-scansIf this variable is non-@code{nil}, various indentation and motionfunctions, and Emacs redisplay, cache the results of scanning thebuffer, and consult the cache to avoid rescanning regions of the bufferunless they are modified.Turning on the cache slows down processing of short lines somewhat.This variable is automatically buffer-local in every buffer.@end defvar@node The Echo Area@section The Echo Area@cindex error display@cindex echo area The @dfn{echo area} is used for displaying error messages(@pxref{Errors}), for messages made with the @code{message} primitive,and for echoing keystrokes. It is not the same as the minibuffer,despite the fact that the minibuffer appears (when active) in the sameplace on the screen as the echo area. The @cite{GNU Emacs Manual}specifies the rules for resolving conflicts between the echo area andthe minibuffer for use of that screen space (@pxref{Minibuffer,, TheMinibuffer, emacs, The GNU Emacs Manual}). You can write output in the echo area by using the Lisp printingfunctions with @code{t} as the stream (@pxref{Output Functions}), orexplicitly.@menu* Displaying Messages:: Explicitly displaying text in the echo area.* Progress:: Informing user about progress of a long operation.* Logging Messages:: Echo area messages are logged for the user.* Echo Area Customization:: Controlling the echo area.@end menu@node Displaying Messages@subsection Displaying Messages in the Echo Area This section describes the functions for explicitly producing echoarea messages. Many other Emacs features display messages there, too.@defun message format-string &rest argumentsThis function displays a message in the echo area. The argument@var{format-string} is similar to a C language @code{printf} formatstring. See @code{format} in @ref{Formatting Strings}, for the detailson the conversion specifications. @code{message} returns theconstructed string.In batch mode, @code{message} prints the message text on the standarderror stream, followed by a newline.If @var{format-string}, or strings among the @var{arguments}, have@code{face} text properties, these affect the way the message is displayed.@c Emacs 19 featureIf @var{format-string} is @code{nil} or the empty string,@code{message} clears the echo area; if the echo area has beenexpanded automatically, this brings it back to its normal size.If the minibuffer is active, this brings the minibuffer contents backonto the screen immediately.@example@group(message "Minibuffer depth is %d." (minibuffer-depth)) @print{} Minibuffer depth is 0.@result{} "Minibuffer depth is 0."@end group@group---------- Echo Area ----------Minibuffer depth is 0.---------- Echo Area ----------@end group@end exampleTo automatically display a message in the echo area or in a pop-buffer,depending on its size, use @code{display-message-or-buffer} (see below).@end defun@tindex with-temp-message@defmac with-temp-message message &rest bodyThis construct displays a message in the echo area temporarily, duringthe execution of @var{body}. It displays @var{message}, executes@var{body}, then returns the value of the last body form while restoringthe previous echo area contents.@end defmac@defun message-or-box format-string &rest argumentsThis function displays a message like @code{message}, but may display itin a dialog box instead of the echo area. If this function is called ina command that was invoked using the mouse---more precisely, if@code{last-nonmenu-event} (@pxref{Command Loop Info}) is either@code{nil} or a list---then it uses a dialog box or pop-up menu todisplay the message. Otherwise, it uses the echo area. (This is thesame criterion that @code{y-or-n-p} uses to make a similar decision; see@ref{Yes-or-No Queries}.)You can force use of the mouse or of the echo area by binding@code{last-nonmenu-event} to a suitable value around the call.@end defun@defun message-box format-string &rest argumentsThis function displays a message like @code{message}, but uses a dialogbox (or a pop-up menu) whenever that is possible. If it is impossibleto use a dialog box or pop-up menu, because the terminal does notsupport them, then @code{message-box} uses the echo area, like@code{message}.@end defun@defun display-message-or-buffer message &optional buffer-name not-this-window frame@tindex display-message-or-bufferThis function displays the message @var{message}, which may be either astring or a buffer. If it is shorter than the maximum height of theecho area, as defined by @code{max-mini-window-height}, it is displayedin the echo area, using @code{message}. Otherwise,@code{display-buffer} is used to show it in a pop-up buffer.Returns either the string shown in the echo area, or when a pop-upbuffer is used, the window used to display it.If @var{message} is a string, then the optional argument@var{buffer-name} is the name of the buffer used to display it when apop-up buffer is used, defaulting to @samp{*Message*}. In the casewhere @var{message} is a string and displayed in the echo area, it isnot specified whether the contents are inserted into the buffer anyway.The optional arguments @var{not-this-window} and @var{frame} are as for@code{display-buffer}, and only used if a buffer is displayed.@end defun@defun current-messageThis function returns the message currently being displayed in theecho area, or @code{nil} if there is none.@end defun@node Progress@subsection Reporting Operation Progress@cindex progress reporting When an operation can take a while to finish, you should inform theuser about the progress it makes. This way the user can estimateremaining time and clearly see that Emacs is busy working, not hung. Functions listed in this section provide simple and efficient way ofreporting operation progress. Here is a working example that doesnothing useful:@smallexample(let ((progress-reporter (make-progress-reporter "Collecting mana for Emacs..." 0 500))) (dotimes (k 500) (sit-for 0.01) (progress-reporter-update progress-reporter k)) (progress-reporter-done progress-reporter))@end smallexample@defun make-progress-reporter message min-value max-value &optional current-value min-change min-timeThis function creates and returns a @dfn{progress reporter}---anobject you will use as an argument for all other functions listedhere. The idea is to precompute as much data as possible to makeprogress reporting very fast.When this progress reporter is subsequently used, it will display@var{message} in the echo area, followed by progress percentage.@var{message} is treated as a simple string. If you need it to dependon a filename, for instance, use @code{format} before calling thisfunction.@var{min-value} and @var{max-value} arguments stand for starting andfinal states of your operation. For instance, if you scan a buffer,they should be the results of @code{point-min} and @code{point-max}correspondingly. It is required that @var{max-value} is greater than@var{min-value}. If you create progress reporter when some part ofthe operation has already been completed, then specify@var{current-value} argument. But normally you should omit it or setit to @code{nil}---it will default to @var{min-value} then.Remaining arguments control the rate of echo area updates. Progressreporter will wait for at least @var{min-change} more percents of theoperation to be completed before printing next message.@var{min-time} specifies the minimum time in seconds to pass betweensuccessive prints. It can be fractional. Depending on Emacs andsystem capabilities, progress reporter may or may not respect thislast argument or do it with varying precision. Default value for@var{min-change} is 1 (one percent), for @var{min-time}---0.2(seconds.)This function calls @code{progress-reporter-update}, so the firstmessage is printed immediately.@end defun@defun progress-reporter-update reporter valueThis function does the main work of reporting progress of youroperation. It displays the message of @var{reporter}, followed byprogress percentage determined by @var{value}. If percentage is zero,or close enough according to the @var{min-change} and @var{min-time}arguments, then it is omitted from the output.@var{reporter} must be the result of a call to@code{make-progress-reporter}. @var{value} specifies the currentstate of your operation and must be between @var{min-value} and@var{max-value} (inclusive) as passed to@code{make-progress-reporter}. For instance, if you scan a buffer,then @var{value} should be the result of a call to @code{point}.This function respects @var{min-change} and @var{min-time} as passedto @code{make-progress-reporter} and so does not output new messageson every invocation. It is thus very fast and normally you should nottry to reduce the number of calls to it: resulting overhead will mostlikely negate your effort.@end defun@defun progress-reporter-force-update reporter value &optional new-messageThis function is similar to @code{progress-reporter-update} exceptthat it prints a message in the echo area unconditionally.The first two arguments have the same meaning as for@code{progress-reporter-update}. Optional @var{new-message} allowsyou to change the message of the @var{reporter}. Since this functionsalways updates the echo area, such a change will be immediatelypresented to the user.@end defun@defun progress-reporter-done reporterThis function should be called when the operation is finished. Itprints the message of @var{reporter} followed by word ``done'' in theecho area.You should always call this function and not hope for@code{progress-reporter-update} to print ``100%.'' Firstly, it maynever print it, there are many good reasons for this not to happen.Secondly, ``done'' is more explicit.@end defun@defmac dotimes-with-progress-reporter (var count [result]) message body...This is a convenience macro that works the same way as @code{dotimes}does, but also reports loop progress using the functions describedabove. It allows you to save some typing.You can rewrite the example in the beginning of this node usingthis macro this way:@example(dotimes-with-progress-reporter (k 500) "Collecting some mana for Emacs..." (sit-for 0.01))@end example@end defmac@node Logging Messages@subsection Logging Messages in @samp{*Messages*}@cindex logging echo-area messages Almost all the messages displayed in the echo area are also recordedin the @samp{*Messages*} buffer so that the user can refer back tothem. This includes all the messages that are output with@code{message}.@defopt message-log-maxThis variable specifies how many lines to keep in the @samp{*Messages*}buffer. The value @code{t} means there is no limit on how many lines tokeep. The value @code{nil} disables message logging entirely. Here'show to display a message and prevent it from being logged:@example(let (message-log-max) (message @dots{}))@end example@end defopt To make @samp{*Messages*} more convenient for the user, the loggingfacility combines successive identical messages. It also combinessuccessive related messages for the sake of two cases: questionfollowed by answer, and a series of progress messages. A ``question followed by an answer'' means two messages like theones produced by @code{y-or-n-p}: the first is @samp{@var{question}},and the second is @samp{@var{question}...@var{answer}}. The firstmessage conveys no additional information beyond what's in the second,so logging the second message discards the first from the log. A ``series of progress messages'' means successive messages likethose produced by @code{make-progress-reporter}. They have the form@samp{@var{base}...@var{how-far}}, where @var{base} is the same eachtime, while @var{how-far} varies. Logging each message in the seriesdiscards the previous one, provided they are consecutive. The functions @code{make-progress-reporter} and @code{y-or-n-p}don't have to do anything special to activate the message logcombination feature. It operates whenever two consecutive messagesare logged that share a common prefix ending in @samp{...}.@node Echo Area Customization@subsection Echo Area Customization These variables control details of how the echo area works.@defvar cursor-in-echo-areaThis variable controls where the cursor appears when a message isdisplayed in the echo area. If it is non-@code{nil}, then the cursorappears at the end of the message. Otherwise, the cursor appears atpoint---not in the echo area at all.The value is normally @code{nil}; Lisp programs bind it to @code{t}for brief periods of time.@end defvar@defvar echo-area-clear-hookThis normal hook is run whenever the echo area is cleared---either by@code{(message nil)} or for any other reason.@end defvar@defvar echo-keystrokesThis variable determines how much time should elapse before commandcharacters echo. Its value must be an integer or floating point number,which specifies thenumber of seconds to wait before echoing. If the user types a prefixkey (such as @kbd{C-x}) and then delays this many seconds beforecontinuing, the prefix key is echoed in the echo area. (Once echoingbegins in a key sequence, all subsequent characters in the same keysequence are echoed immediately.)If the value is zero, then command input is not echoed.@end defvar@defvar message-truncate-linesNormally, displaying a long message resizes the echo area to displaythe entire message. But if the variable @code{message-truncate-lines}is non-@code{nil}, the echo area does not resize, and the message istruncated to fit it, as in Emacs 20 and before.@end defvar The variable @code{max-mini-window-height}, which specifies themaximum height for resizing minibuffer windows, also applies to theecho area (which is really a special use of the minibuffer window.@xref{Minibuffer Misc}.@node Warnings@section Reporting Warnings@cindex warnings @dfn{Warnings} are a facility for a program to inform the user of apossible problem, but continue running.@menu* Warning Basics:: Warnings concepts and functions to report them.* Warning Variables:: Variables programs bind to customize their warnings.* Warning Options:: Variables users set to control display of warnings.@end menu@node Warning Basics@subsection Warning Basics@cindex severity level Every warning has a textual message, which explains the problem forthe user, and a @dfn{severity level} which is a symbol. Here are thepossible severity levels, in order of decreasing severity, and theirmeanings:@table @code@item :emergencyA problem that will seriously impair Emacs operation soonif you do not attend to it promptly.@item :errorA report of data or circumstances that are inherently wrong.@item :warningA report of data or circumstances that are not inherently wrong, butraise suspicion of a possible problem.@item :debugA report of information that may be useful if you are debugging.@end table When your program encounters invalid input data, it can eithersignal a Lisp error by calling @code{error} or @code{signal} or reporta warning with severity @code{:error}. Signaling a Lisp error is theeasiest thing to do, but it means the program cannot continueprocessing. If you want to take the trouble to implement a way tocontinue processing despite the bad data, then reporting a warning ofseverity @code{:error} is the right way to inform the user of theproblem. For instance, the Emacs Lisp byte compiler can report anerror that way and continue compiling other functions. (If theprogram signals a Lisp error and then handles it with@code{condition-case}, the user won't see the error message; it couldshow the message to the user by reporting it as a warning.)@cindex warning type Each warning has a @dfn{warning type} to classify it. The type is alist of symbols. The first symbol should be the custom group that youuse for the program's user options. For example, byte compilerwarnings use the warning type @code{(bytecomp)}. You can alsosubcategorize the warnings, if you wish, by using more symbols in thelist.@defun display-warning type message &optional level buffer-nameThis function reports a warning, using @var{message} as the messageand @var{type} as the warning type. @var{level} should be theseverity level, with @code{:warning} being the default.@var{buffer-name}, if non-@code{nil}, specifies the name of the bufferfor logging the warning. By default, it is @samp{*Warnings*}.@end defun@defun lwarn type level message &rest argsThis function reports a warning using the value of @code{(format@var{message} @var{args}...)} as the message. In other respects it isequivalent to @code{display-warning}.@end defun@defun warn message &rest argsThis function reports a warning using the value of @code{(format@var{message} @var{args}...)} as the message, @code{(emacs)} as thetype, and @code{:warning} as the severity level. It exists forcompatibility only; we recommend not using it, because you shouldspecify a specific warning type.@end defun@node Warning Variables@subsection Warning Variables Programs can customize how their warnings appear by bindingthe variables described in this section.@defvar warning-levelsThis list defines the meaning and severity order of the warningseverity levels. Each element defines one severity level,and they are arranged in order of decreasing severity.Each element has the form @code{(@var{level} @var{string}@var{function})}, where @var{level} is the severity level it defines.@var{string} specifies the textual description of this level.@var{string} should use @samp{%s} to specify where to put the warningtype information, or it can omit the @samp{%s} so as not to includethat information.The optional @var{function}, if non-@code{nil}, is a function to callwith no arguments, to get the user's attention.Normally you should not change the value of this variable.@end defvar@defvar warning-prefix-functionIf non-@code{nil}, the value is a function to generate prefix text forwarnings. Programs can bind the variable to a suitable function.@code{display-warning} calls this function with the warnings buffercurrent, and the function can insert text in it. That text becomesthe beginning of the warning message.The function is called with two arguments, the severity level and itsentry in @code{warning-levels}. It should return a list to use as theentry (this value need not be an actual member of@code{warning-levels}). By constructing this value, the function canchange the severity of the warning, or specify different handling fora given severity level.If the variable's value is @code{nil} then there is no functionto call.@end defvar@defvar warning-seriesPrograms can bind this variable to @code{t} to say that the nextwarning should begin a series. When several warnings form a series,that means to leave point on the first warning of the series, ratherthan keep moving it for each warning so that it appears on the last one.The series ends when the local binding is unbound and@code{warning-series} becomes @code{nil} again.The value can also be a symbol with a function definition. That isequivalent to @code{t}, except that the next warning will also callthe function with no arguments with the warnings buffer current. Thefunction can insert text which will serve as a header for the seriesof warnings.Once a series has begun, the value is a marker which points to thebuffer position in the warnings buffer of the start of the series.The variable's normal value is @code{nil}, which means to handleeach warning separately.@end defvar@defvar warning-fill-prefixWhen this variable is non-@code{nil}, it specifies a fill prefix touse for filling each warning's text.@end defvar@defvar warning-type-formatThis variable specifies the format for displaying the warning typein the warning message. The result of formatting the type this waygets included in the message under the control of the string in theentry in @code{warning-levels}. The default value is @code{" (%s)"}.If you bind it to @code{""} then the warning type won't appear atall.@end defvar@node Warning Options@subsection Warning Options These variables are used by users to control what happenswhen a Lisp program reports a warning.@defopt warning-minimum-levelThis user option specifies the minimum severity level that should beshown immediately to the user. The default is @code{:warning}, whichmeans to immediately display all warnings except @code{:debug}warnings.@end defopt@defopt warning-minimum-log-levelThis user option specifies the minimum severity level that should belogged in the warnings buffer. The default is @code{:warning}, whichmeans to log all warnings except @code{:debug} warnings.@end defopt@defopt warning-suppress-typesThis list specifies which warning types should not be displayedimmediately for the user. Each element of the list should be a listof symbols. If its elements match the first elements in a warningtype, then that warning is not displayed immediately.@end defopt@defopt warning-suppress-log-typesThis list specifies which warning types should not be logged in thewarnings buffer. Each element of the list should be a list ofsymbols. If it matches the first few elements in a warning type, thenthat warning is not logged.@end defopt@node Invisible Text@section Invisible Text@cindex invisible textYou can make characters @dfn{invisible}, so that they do not appear onthe screen, with the @code{invisible} property. This can be either atext property (@pxref{Text Properties}) or a property of an overlay(@pxref{Overlays}). Cursor motion also partly ignores thesecharacters; if the command loop finds point within them, it movespoint to the other side of them.In the simplest case, any non-@code{nil} @code{invisible} property makesa character invisible. This is the default case---if you don't alterthe default value of @code{buffer-invisibility-spec}, this is how the@code{invisible} property works. You should normally use @code{t}as the value of the @code{invisible} property if you don't planto set @code{buffer-invisibility-spec} yourself.More generally, you can use the variable @code{buffer-invisibility-spec}to control which values of the @code{invisible} property make textinvisible. This permits you to classify the text into different subsetsin advance, by giving them different @code{invisible} values, andsubsequently make various subsets visible or invisible by changing thevalue of @code{buffer-invisibility-spec}.Controlling visibility with @code{buffer-invisibility-spec} isespecially useful in a program to display the list of entries in adatabase. It permits the implementation of convenient filteringcommands to view just a part of the entries in the database. Settingthis variable is very fast, much faster than scanning all the text inthe buffer looking for properties to change.@defvar buffer-invisibility-specThis variable specifies which kinds of @code{invisible} propertiesactually make a character invisible. Setting this variable makes itbuffer-local.@table @asis@item @code{t}A character is invisible if its @code{invisible} property isnon-@code{nil}. This is the default.@item a listEach element of the list specifies a criterion for invisibility; if acharacter's @code{invisible} property fits any one of these criteria,the character is invisible. The list can have two kinds of elements:@table @code@item @var{atom}A character is invisible if its @code{invisible} property valueis @var{atom} or if it is a list with @var{atom} as a member.@item (@var{atom} . t)A character is invisible if its @code{invisible} property valueis @var{atom} or if it is a list with @var{atom} as a member.Moreover, if this character is at the end of a line and is followedby a visible newline, it displays an ellipsis.@end table@end table@end defvar Two functions are specifically provided for adding elements to@code{buffer-invisibility-spec} and removing elements from it.@defun add-to-invisibility-spec elementThis function adds the element @var{element} to@code{buffer-invisibility-spec}. If @code{buffer-invisibility-spec}was @code{t}, it changes to a list, @code{(t)}, so that text whose@code{invisible} property is @code{t} remains invisible.@end defun@defun remove-from-invisibility-spec elementThis removes the element @var{element} from@code{buffer-invisibility-spec}. This does nothing if @var{element}is not in the list.@end defun A convention for use of @code{buffer-invisibility-spec} is that amajor mode should use the mode's own name as an element of@code{buffer-invisibility-spec} and as the value of the@code{invisible} property:@example;; @r{If you want to display an ellipsis:}(add-to-invisibility-spec '(my-symbol . t));; @r{If you don't want ellipsis:}(add-to-invisibility-spec 'my-symbol)(overlay-put (make-overlay beginning end) 'invisible 'my-symbol);; @r{When done with the overlays:}(remove-from-invisibility-spec '(my-symbol . t));; @r{Or respectively:}(remove-from-invisibility-spec 'my-symbol)@end example@vindex line-move-ignore-invisible Ordinarily, functions that operate on text or move point do not carewhether the text is invisible. The user-level line motion commandsexplicitly ignore invisible newlines if@code{line-move-ignore-invisible} is non-@code{nil} (the default), butonly because they are explicitly programmed to do so. However, if a command ends with point inside or immediately afterinvisible text, the main editing loop moves point further forward orfurther backward (in the same direction that the command already movedit) until that condition is no longer true. Thus, if the commandmoved point back into an invisible range, Emacs moves point back tothe beginning of that range, following the previous visible character.If the command moved point forward into an invisible range, Emacsmoves point forward past the first visible character that follows theinvisible text. Incremental search can make invisible overlays visible temporarilyand/or permanently when a match includes invisible text. To enablethis, the overlay should have a non-@code{nil}@code{isearch-open-invisible} property. The property value should be afunction to be called with the overlay as an argument. This functionshould make the overlay visible permanently; it is used when the matchoverlaps the overlay on exit from the search. During the search, such overlays are made temporarily visible bytemporarily modifying their invisible and intangible properties. If youwant this to be done differently for a certain overlay, give it an@code{isearch-open-invisible-temporary} property which is a function.The function is called with two arguments: the first is the overlay, andthe second is @code{nil} to make the overlay visible, or @code{t} tomake it invisible again.@node Selective Display@section Selective Display@cindex selective display @dfn{Selective display} refers to a pair of related features forhiding certain lines on the screen. The first variant, explicit selective display, is designed for usein a Lisp program: it controls which lines are hidden by altering thetext. This kind of hiding in some ways resembles the effect of the@code{invisible} property (@pxref{Invisible Text}), but the twofeatures are different and do not work the same way. In the second variant, the choice of lines to hide is madeautomatically based on indentation. This variant is designed to be auser-level feature. The way you control explicit selective display is by replacing anewline (control-j) with a carriage return (control-m). The text thatwas formerly a line following that newline is now hidden. Strictlyspeaking, it is temporarily no longer a line at all, since onlynewlines can separate lines; it is now part of the previous line. Selective display does not directly affect editing commands. Forexample, @kbd{C-f} (@code{forward-char}) moves point unhesitatinglyinto hidden text. However, the replacement of newline characters withcarriage return characters affects some editing commands. Forexample, @code{next-line} skips hidden lines, since it searches onlyfor newlines. Modes that use selective display can also definecommands that take account of the newlines, or that control whichparts of the text are hidden. When you write a selectively displayed buffer into a file, all thecontrol-m's are output as newlines. This means that when you next readin the file, it looks OK, with nothing hidden. The selective displayeffect is seen only within Emacs.@defvar selective-displayThis buffer-local variable enables selective display. This means thatlines, or portions of lines, may be made hidden.@itemize @bullet@itemIf the value of @code{selective-display} is @code{t}, then the charactercontrol-m marks the start of hidden text; the control-m, and the restof the line following it, are not displayed. This is explicit selectivedisplay.@itemIf the value of @code{selective-display} is a positive integer, thenlines that start with more than that many columns of indentation are notdisplayed.@end itemizeWhen some portion of a buffer is hidden, the vertical movementcommands operate as if that portion did not exist, allowing a single@code{next-line} command to skip any number of hidden lines.However, character movement commands (such as @code{forward-char}) donot skip the hidden portion, and it is possible (if tricky) to insertor delete text in an hidden portion.In the examples below, we show the @emph{display appearance} of thebuffer @code{foo}, which changes with the value of@code{selective-display}. The @emph{contents} of the buffer do notchange.@example@group(setq selective-display nil) @result{} nil---------- Buffer: foo ----------1 on this column 2on this column 3n this column 3n this column 2on this column1 on this column---------- Buffer: foo ----------@end group@group(setq selective-display 2) @result{} 2---------- Buffer: foo ----------1 on this column 2on this column 2on this column1 on this column---------- Buffer: foo ----------@end group@end example@end defvar@defvar selective-display-ellipsesIf this buffer-local variable is non-@code{nil}, then Emacs displays@samp{@dots{}} at the end of a line that is followed by hidden text.This example is a continuation of the previous one.@example@group(setq selective-display-ellipses t) @result{} t---------- Buffer: foo ----------1 on this column 2on this column ... 2on this column1 on this column---------- Buffer: foo ----------@end group@end exampleYou can use a display table to substitute other text for the ellipsis(@samp{@dots{}}). @xref{Display Tables}.@end defvar@node Temporary Displays@section Temporary Displays Temporary displays are used by Lisp programs to put output into abuffer and then present it to the user for perusal rather than forediting. Many help commands use this feature.@defspec with-output-to-temp-buffer buffer-name forms@dots{}This function executes @var{forms} while arranging to insert any outputthey print into the buffer named @var{buffer-name}, which is firstcreated if necessary, and put into Help mode. Finally, the buffer isdisplayed in some window, but not selected.If the @var{forms} do not change the major mode in the output buffer,so that it is still Help mode at the end of their execution, then@code{with-output-to-temp-buffer} makes this buffer read-only at theend, and also scans it for function and variable names to make theminto clickable cross-references. @xref{Docstring hyperlinks, , Tipsfor Documentation Strings}, in particular the item on hyperlinks indocumentation strings, for more details.The string @var{buffer-name} specifies the temporary buffer, whichneed not already exist. The argument must be a string, not a buffer.The buffer is erased initially (with no questions asked), and it ismarked as unmodified after @code{with-output-to-temp-buffer} exits.@code{with-output-to-temp-buffer} binds @code{standard-output} to thetemporary buffer, then it evaluates the forms in @var{forms}. Outputusing the Lisp output functions within @var{forms} goes by default tothat buffer (but screen display and messages in the echo area, althoughthey are ``output'' in the general sense of the word, are not affected).@xref{Output Functions}.Several hooks are available for customizing the behaviorof this construct; they are listed below.The value of the last form in @var{forms} is returned.@example@group---------- Buffer: foo ---------- This is the contents of foo.---------- Buffer: foo ----------@end group@group(with-output-to-temp-buffer "foo" (print 20) (print standard-output))@result{} #<buffer foo>---------- Buffer: foo ----------20#<buffer foo>---------- Buffer: foo ----------@end group@end example@end defspec@defvar temp-buffer-show-functionIf this variable is non-@code{nil}, @code{with-output-to-temp-buffer}calls it as a function to do the job of displaying a help buffer. Thefunction gets one argument, which is the buffer it should display.It is a good idea for this function to run @code{temp-buffer-show-hook}just as @code{with-output-to-temp-buffer} normally would, inside of@code{save-selected-window} and with the chosen window and bufferselected.@end defvar@defvar temp-buffer-setup-hook@tindex temp-buffer-setup-hookThis normal hook is run by @code{with-output-to-temp-buffer} beforeevaluating @var{body}. When the hook runs, the temporary buffer iscurrent. This hook is normally set up with a function to put thebuffer in Help mode.@end defvar@defvar temp-buffer-show-hookThis normal hook is run by @code{with-output-to-temp-buffer} afterdisplaying the temporary buffer. When the hook runs, the temporary bufferis current, and the window it was displayed in is selected. This hookis normally set up with a function to make the buffer read only, andfind function names and variable names in it, provided the major modeis Help mode.@end defvar@defun momentary-string-display string position &optional char messageThis function momentarily displays @var{string} in the current buffer at@var{position}. It has no effect on the undo list or on the buffer'smodification status.The momentary display remains until the next input event. If the nextinput event is @var{char}, @code{momentary-string-display} ignores itand returns. Otherwise, that event remains buffered for subsequent useas input. Thus, typing @var{char} will simply remove the string fromthe display, while typing (say) @kbd{C-f} will remove the string fromthe display and later (presumably) move point forward. The argument@var{char} is a space by default.The return value of @code{momentary-string-display} is not meaningful.If the string @var{string} does not contain control characters, you cando the same job in a more general way by creating (and then subsequentlydeleting) an overlay with a @code{before-string} property.@xref{Overlay Properties}.If @var{message} is non-@code{nil}, it is displayed in the echo areawhile @var{string} is displayed in the buffer. If it is @code{nil}, adefault message says to type @var{char} to continue.In this example, point is initially located at the beginning of thesecond line:@example@group---------- Buffer: foo ----------This is the contents of foo.@point{}Second line.---------- Buffer: foo ----------@end group@group(momentary-string-display "**** Important Message! ****" (point) ?\r "Type RET when done reading")@result{} t@end group@group---------- Buffer: foo ----------This is the contents of foo.**** Important Message! ****Second line.---------- Buffer: foo -------------------- Echo Area ----------Type RET when done reading---------- Echo Area ----------@end group@end example@end defun@node Overlays@section Overlays@cindex overlaysYou can use @dfn{overlays} to alter the appearance of a buffer's text onthe screen, for the sake of presentation features. An overlay is anobject that belongs to a particular buffer, and has a specifiedbeginning and end. It also has properties that you can examine and set;these affect the display of the text within the overlay.An overlays uses markers to record its beginning and end; thus,editing the text of the buffer adjusts the beginning and end of eachoverlay so that it stays with the text. When you create the overlay,you can specify whether text inserted at the beginning should beinside the overlay or outside, and likewise for the end of the overlay.@menu* Managing Overlays:: Creating and moving overlays.* Overlay Properties:: How to read and set properties. What properties do to the screen display.* Finding Overlays:: Searching for overlays.@end menu@node Managing Overlays@subsection Managing Overlays This section describes the functions to create, delete and moveoverlays, and to examine their contents. Overlay changes are notrecorded in the buffer's undo list, since the overlays are notpart of the buffer's contents.@defun overlayp objectThis function returns @code{t} if @var{object} is an overlay.@end defun@defun make-overlay start end &optional buffer front-advance rear-advanceThis function creates and returns an overlay that belongs to@var{buffer} and ranges from @var{start} to @var{end}. Both @var{start}and @var{end} must specify buffer positions; they may be integers ormarkers. If @var{buffer} is omitted, the overlay is created in thecurrent buffer.The arguments @var{front-advance} and @var{rear-advance} specify themarker insertion type for the start of the overlay and for the end ofthe overlay, respectively. @xref{Marker Insertion Types}. If theyare both @code{nil}, the default, then the overlay extends to includeany text inserted at the beginning, but not text inserted at the end.If @var{front-advance} is non-@code{nil}, text inserted at thebeginning of the overlay is excluded from the overlay. If@var{rear-advance} is non-@code{nil}, text inserted at the end of theoverlay is included in the overlay.@end defun@defun overlay-start overlayThis function returns the position at which @var{overlay} starts,as an integer.@end defun@defun overlay-end overlayThis function returns the position at which @var{overlay} ends,as an integer.@end defun@defun overlay-buffer overlayThis function returns the buffer that @var{overlay} belongs to. Itreturns @code{nil} if @var{overlay} has been deleted.@end defun@defun delete-overlay overlayThis function deletes @var{overlay}. The overlay continues to exist asa Lisp object, and its property list is unchanged, but it ceases to beattached to the buffer it belonged to, and ceases to have any effect ondisplay.A deleted overlay is not permanently disconnected. You can give it aposition in a buffer again by calling @code{move-overlay}.@end defun@defun move-overlay overlay start end &optional bufferThis function moves @var{overlay} to @var{buffer}, and places its boundsat @var{start} and @var{end}. Both arguments @var{start} and @var{end}must specify buffer positions; they may be integers or markers.If @var{buffer} is omitted, @var{overlay} stays in the same buffer itwas already associated with; if @var{overlay} was deleted, it goes intothe current buffer.The return value is @var{overlay}.This is the only valid way to change the endpoints of an overlay. Donot try modifying the markers in the overlay by hand, as that fails toupdate other vital data structures and can cause some overlays to be``lost''.@end defun@defun remove-overlays &optional start end name valueThis function removes all the overlays between @var{start} and@var{end} whose property @var{name} has the value @var{value}. It canmove the endpoints of the overlays in the region, or split them.If @var{name} is omitted or @code{nil}, it means to delete all overlays inthe specified region. If @var{start} and/or @var{end} are omitted or@code{nil}, that means the beginning and end of the buffer respectively.Therefore, @code{(remove-overlays)} removes all the overlays in thecurrent buffer.@end defun Here are some examples:@example;; @r{Create an overlay.}(setq foo (make-overlay 1 10)) @result{} #<overlay from 1 to 10 in display.texi>(overlay-start foo) @result{} 1(overlay-end foo) @result{} 10(overlay-buffer foo) @result{} #<buffer display.texi>;; @r{Give it a property we can check later.}(overlay-put foo 'happy t) @result{} t;; @r{Verify the property is present.}(overlay-get foo 'happy) @result{} t;; @r{Move the overlay.}(move-overlay foo 5 20) @result{} #<overlay from 5 to 20 in display.texi>(overlay-start foo) @result{} 5(overlay-end foo) @result{} 20;; @r{Delete the overlay.}(delete-overlay foo) @result{} nil;; @r{Verify it is deleted.}foo @result{} #<overlay in no buffer>;; @r{A deleted overlay has no position.}(overlay-start foo) @result{} nil(overlay-end foo) @result{} nil(overlay-buffer foo) @result{} nil;; @r{Undelete the overlay.}(move-overlay foo 1 20) @result{} #<overlay from 1 to 20 in display.texi>;; @r{Verify the results.}(overlay-start foo) @result{} 1(overlay-end foo) @result{} 20(overlay-buffer foo) @result{} #<buffer display.texi>;; @r{Moving and deleting the overlay does not change its properties.}(overlay-get foo 'happy) @result{} t@end example@node Overlay Properties@subsection Overlay Properties Overlay properties are like text properties in that the properties thatalter how a character is displayed can come from either source. But inmost respects they are different. @xref{Text Properties}, for comparison. Text properties are considered a part of the text; overlays andtheir properties are specifically considered not to be part of thetext. Thus, copying text between various buffers and stringspreserves text properties, but does not try to preserve overlays.Changing a buffer's text properties marks the buffer as modified,while moving an overlay or changing its properties does not. Unliketext property changes, overlay property changes are not recorded inthe buffer's undo list. These functions read and set the properties of an overlay:@defun overlay-get overlay propThis function returns the value of property @var{prop} recorded in@var{overlay}, if any. If @var{overlay} does not record any value forthat property, but it does have a @code{category} property which is asymbol, that symbol's @var{prop} property is used. Otherwise, the valueis @code{nil}.@end defun@defun overlay-put overlay prop valueThis function sets the value of property @var{prop} recorded in@var{overlay} to @var{value}. It returns @var{value}.@end defun@defun overlay-properties overlayThis returns a copy of the property list of @var{overlay}.@end defun See also the function @code{get-char-property} which checks bothoverlay properties and text properties for a given character.@xref{Examining Properties}. Many overlay properties have special meanings; here is a tableof them:@table @code@item priority@kindex priority @r{(overlay property)}This property's value (which should be a nonnegative integer number)determines the priority of the overlay. The priority matters when twoor more overlays cover the same character and both specify the sameproperty; the one whose @code{priority} value is larger takes priorityover the other. For the @code{face} property, the higher priorityvalue does not completely replace the other; instead, its faceattributes override the face attributes of the lower priority@code{face} property.Currently, all overlays take priority over text properties. Pleaseavoid using negative priority values, as we have not yet decided justwhat they should mean.@item window@kindex window @r{(overlay property)}If the @code{window} property is non-@code{nil}, then the overlayapplies only on that window.@item category@kindex category @r{(overlay property)}If an overlay has a @code{category} property, we call it the@dfn{category} of the overlay. It should be a symbol. The propertiesof the symbol serve as defaults for the properties of the overlay.@item face@kindex face @r{(overlay property)}This property controls the way text is displayed---for example, whichfont and which colors. @xref{Faces}, for more information.In the simplest case, the value is a face name. It can also be a list;then each element can be any of these possibilities:@itemize @bullet@itemA face name (a symbol or string).@itemA property list of face attributes. This has the form (@var{keyword}@var{value} @dots{}), where each @var{keyword} is a face attributename and @var{value} is a meaningful value for that attribute. Withthis feature, you do not need to create a face each time you want tospecify a particular attribute for certain text. @xref{FaceAttributes}.@itemA cons cell of the form @code{(foreground-color . @var{color-name})} or@code{(background-color . @var{color-name})}. These elements specifyjust the foreground color or just the background color.@code{(foreground-color . @var{color-name})} has the same effect as@code{(:foreground @var{color-name})}; likewise for the background.@end itemize@item mouse-face@kindex mouse-face @r{(overlay property)}This property is used instead of @code{face} when the mouse is withinthe range of the overlay.@item display@kindex display @r{(overlay property)}This property activates various features that change theway text is displayed. For example, it can make text appear talleror shorter, higher or lower, wider or narrower, or replaced with an image.@xref{Display Property}.@item help-echo@kindex help-echo @r{(overlay property)}If an overlay has a @code{help-echo} property, then when you move themouse onto the text in the overlay, Emacs displays a help string in theecho area, or in the tooltip window. For details see @ref{Texthelp-echo}.@item modification-hooks@kindex modification-hooks @r{(overlay property)}This property's value is a list of functions to be called if anycharacter within the overlay is changed or if text is inserted strictlywithin the overlay.The hook functions are called both before and after each change.If the functions save the information they receive, and compare notesbetween calls, they can determine exactly what change has been madein the buffer text.When called before a change, each function receives four arguments: theoverlay, @code{nil}, and the beginning and end of the text range to bemodified.When called after a change, each function receives five arguments: theoverlay, @code{t}, the beginning and end of the text range justmodified, and the length of the pre-change text replaced by that range.(For an insertion, the pre-change length is zero; for a deletion, thatlength is the number of characters deleted, and the post-changebeginning and end are equal.)If these functions modify the buffer, they should bind@code{inhibit-modification-hooks} to @code{t} around doing so, toavoid confusing the internal mechanism that calls these hooks.@item insert-in-front-hooks@kindex insert-in-front-hooks @r{(overlay property)}This property's value is a list of functions to be called before andafter inserting text right at the beginning of the overlay. The callingconventions are the same as for the @code{modification-hooks} functions.@item insert-behind-hooks@kindex insert-behind-hooks @r{(overlay property)}This property's value is a list of functions to be called before andafter inserting text right at the end of the overlay. The callingconventions are the same as for the @code{modification-hooks} functions.@item invisible@kindex invisible @r{(overlay property)}The @code{invisible} property can make the text in the overlayinvisible, which means that it does not appear on the screen.@xref{Invisible Text}, for details.@item intangible@kindex intangible @r{(overlay property)}The @code{intangible} property on an overlay works just like the@code{intangible} text property. @xref{Special Properties}, for details.@item isearch-open-invisibleThis property tells incremental search how to make an invisible overlayvisible, permanently, if the final match overlaps it. @xref{InvisibleText}.@item isearch-open-invisible-temporaryThis property tells incremental search how to make an invisible overlayvisible, temporarily, during the search. @xref{Invisible Text}.@item before-string@kindex before-string @r{(overlay property)}This property's value is a string to add to the display at the beginningof the overlay. The string does not appear in the buffer in anysense---only on the screen.@item after-string@kindex after-string @r{(overlay property)}This property's value is a string to add to the display at the end ofthe overlay. The string does not appear in the buffer in anysense---only on the screen.@item evaporate@kindex evaporate @r{(overlay property)}If this property is non-@code{nil}, the overlay is deleted automaticallyif it becomes empty (i.e., if its length becomes zero). If you givean empty overlay a non-@code{nil} @code{evaporate} property, that deletesit immediately.@item local-map@cindex keymap of character (and overlays)@kindex local-map @r{(overlay property)}If this property is non-@code{nil}, it specifies a keymap for a portionof the text. The property's value replaces the buffer's local map, whenthe character after point is within the overlay. @xref{Active Keymaps}.@item keymap@kindex keymap @r{(overlay property)}The @code{keymap} property is similar to @code{local-map} but overrides thebuffer's local map (and the map specified by the @code{local-map}property) rather than replacing it.@end table@node Finding Overlays@subsection Searching for Overlays@defun overlays-at posThis function returns a list of all the overlays that cover thecharacter at position @var{pos} in the current buffer. The list is inno particular order. An overlay contains position @var{pos} if itbegins at or before @var{pos}, and ends after @var{pos}.To illustrate usage, here is a Lisp function that returns a list of theoverlays that specify property @var{prop} for the character at point:@smallexample(defun find-overlays-specifying (prop) (let ((overlays (overlays-at (point))) found) (while overlays (let ((overlay (car overlays))) (if (overlay-get overlay prop) (setq found (cons overlay found)))) (setq overlays (cdr overlays))) found))@end smallexample@end defun@defun overlays-in beg endThis function returns a list of the overlays that overlap the region@var{beg} through @var{end}. ``Overlap'' means that at least onecharacter is contained within the overlay and also contained within thespecified region; however, empty overlays are included in the result ifthey are located at @var{beg}, or strictly between @var{beg} and @var{end}.@end defun@defun next-overlay-change posThis function returns the buffer position of the next beginning or endof an overlay, after @var{pos}. If there is none, it returns@code{(point-max)}.@end defun@defun previous-overlay-change posThis function returns the buffer position of the previous beginning orend of an overlay, before @var{pos}. If there is none, it returns@code{(point-min)}.@end defun Here's a function which uses @code{next-overlay-change} to searchfor the next character which gets a given property @code{prop} fromeither its overlays or its text properties (@pxref{Property Search}):@smallexample(defun find-overlay-prop (prop) (save-excursion (while (and (not (eobp)) (not (get-char-property (point) prop))) (goto-char (min (next-overlay-change (point)) (next-single-property-change (point) prop)))) (point)))@end smallexample Now you can search for a @code{happy} property like this:@smallexample(find-overlay-prop 'happy)@end smallexample@node Width@section WidthSince not all characters have the same width, these functions let youcheck the width of a character. @xref{Primitive Indent}, and@ref{Screen Lines}, for related functions.@defun char-width charThis function returns the width in columns of the character @var{char},if it were displayed in the current buffer and the selected window.@end defun@defun string-width stringThis function returns the width in columns of the string @var{string},if it were displayed in the current buffer and the selected window.@end defun@defun truncate-string-to-width string width &optional start-column padding ellipsisThis function returns the part of @var{string} that fits within@var{width} columns, as a new string.If @var{string} does not reach @var{width}, then the result ends where@var{string} ends. If one multi-column character in @var{string}extends across the column @var{width}, that character is not included inthe result. Thus, the result can fall short of @var{width} but cannotgo beyond it.The optional argument @var{start-column} specifies the starting column.If this is non-@code{nil}, then the first @var{start-column} columns ofthe string are omitted from the value. If one multi-column character in@var{string} extends across the column @var{start-column}, thatcharacter is not included.The optional argument @var{padding}, if non-@code{nil}, is a paddingcharacter added at the beginning and end of the result string, to extendit to exactly @var{width} columns. The padding character is used at theend of the result if it falls short of @var{width}. It is also used atthe beginning of the result if one multi-column character in@var{string} extends across the column @var{start-column}.If @var{ellipsis} is non-@code{nil}, it should be a string which willreplace the end of @var{str} (including any padding) if it extendsbeyond @var{end-column}, unless the display width of @var{str} isequal to or less than the display width of @var{ellipsis}. If@var{ellipsis} is non-@code{nil} and not a string, it stands for@code{"..."}.@example(truncate-string-to-width "\tab\t" 12 4) @result{} "ab"(truncate-string-to-width "\tab\t" 12 4 ?\s) @result{} " ab "@end example@end defun@node Line Height@section Line Height@cindex line height The total height of each display line consists of the height of thecontents of the line, and additional vertical line spacing below thedisplay row. The height of the line contents is normally determined from themaximum height of any character or image on that display line,including the final newline if there is one. (A line that iscontinued doesn't include a final newline.) In the most common case,the line height equals the height of the default frame font. There are several ways to explicitly control or change the lineheight, either by specifying an absolute height for the display line,or by adding additional vertical space below one or all lines.@kindex line-height @r{(text property)} A newline can have a @code{line-height} text or overlay propertythat controls the total height of the display line ending in thatnewline. If the property value is a list @code{(@var{height} @var{total})},then @var{height} is used as the actual property value for the@code{line-height}, and @var{total} specifies the total displayedheight of the line, so the line spacing added below the line equalsthe @var{total} height minus the actual line height. In this case,the other ways to specify the line spacing are ignored. If the property value is @code{t}, the displayed height of theline is exactly what its contents demand; no line-spacing is added.This case is useful for tiling small images or image slices withoutadding blank areas between the images. If the property value is not @code{t}, it is a height spec. A heightspec stands for a numeric height value; this height spec specifies theactual line height, @var{line-height}. There are several ways towrite a height spec; here's how each of them translates into a numericheight:@table @code@item @var{integer}If the height spec is a positive integer, the height value is that integer.@item @var{float}If the height spec is a float, @var{float}, the numeric height valueis @var{float} times the frame's default line height.@item (@var{face} . @var{ratio})If the height spec is a cons of the format shown, the numeric heightis @var{ratio} times the height of face @var{face}. @var{ratio} canbe any type of number, or @code{nil} which means a ratio of 1.If @var{face} is @code{t}, it refers to the current face.@item (nil . @var{ratio})If the height spec is a cons of the format shown, the numeric heightis @var{ratio} times the height of the contents of the line.@end table Thus, any valid non-@code{t} property value specifies a height in pixels,@var{line-height}, one way or another. If the line contents' heightis less than @var{line-height}, Emacs adds extra vertical space abovethe line to achieve the total height @var{line-height}. Otherwise,@var{line-height} has no effect. If you don't specify the @code{line-height} property, the line'sheight consists of the contents' height plus the line spacing.There are several ways to specify the line spacing for differentparts of Emacs text.@vindex default-line-spacing You can specify the line spacing for all lines in a frame with the@code{line-spacing} frame parameter (@pxref{Layout Parameters}).However, if the variable @code{default-line-spacing} isnon-@code{nil}, it overrides the frame's @code{line-spacing}parameter. An integer value specifies the number of pixels put belowlines on window systems. A floating point number specifies thespacing relative to the frame's default line height.@vindex line-spacing You can specify the line spacing for all lines in a buffer via thebuffer-local @code{line-spacing} variable. An integer value specifiesthe number of pixels put below lines on window systems. A floatingpoint number specifies the spacing relative to the default frame lineheight. This overrides line spacings specified for the frame.@kindex line-spacing @r{(text property)} Finally, a newline can have a @code{line-spacing} text or overlayproperty that controls the height of the display line ending with thatnewline. The property value overrides the default frame line spacingand the buffer local @code{line-spacing} variable. One way or another, these mechanisms specify a Lisp value for thespacing of each line. The value is a height spec, and it translatesinto a Lisp value as described above. However, in this case thenumeric height value specifies the line spacing, rather than the lineheight.@node Faces@section Faces@cindex faces A @dfn{face} is a named collection of graphical attributes: fontfamily, foreground color, background color, optional underlining, andmany others. Faces are used in Emacs to control the style of display ofparticular parts of the text or the frame. @xref{Standard Faces,,,emacs, The GNU Emacs Manual}, for the list of faces Emacs normallycomes with.@cindex face idEach face has its own @dfn{face number}, which distinguishes faces atlow levels within Emacs. However, for most purposes, you refer tofaces in Lisp programs by the symbols that name them.@defun facep objectThis function returns @code{t} if @var{object} is a face name stringor symbol (or if it is a vector of the kind used internally to recordface data). It returns @code{nil} otherwise.@end defunEach face name is meaningful for all frames, and by default it has thesame meaning in all frames. But you can arrange to give a particularface name a special meaning in one frame if you wish.@menu* Defining Faces:: How to define a face with @code{defface}.* Face Attributes:: What is in a face?* Attribute Functions:: Functions to examine and set face attributes.* Displaying Faces:: How Emacs combines the faces specified for a character.* Font Selection:: Finding the best available font for a face.* Face Functions:: How to define and examine faces.* Auto Faces:: Hook for automatic face assignment.* Font Lookup:: Looking up the names of available fonts and information about them.* Fontsets:: A fontset is a collection of fonts that handle a range of character sets.@end menu@node Defining Faces@subsection Defining Faces The way to define a new face is with @code{defface}. This creates akind of customization item (@pxref{Customization}) which the user cancustomize using the Customization buffer (@pxref{Easy Customization,,,emacs, The GNU Emacs Manual}).@defmac defface face spec doc [keyword value]...This declares @var{face} as a customizable face that defaultsaccording to @var{spec}. You should not quote the symbol @var{face},and it should not end in @samp{-face} (that would be redundant). Theargument @var{doc} specifies the face documentation. The keywords youcan use in @code{defface} are the same as in @code{defgroup} and@code{defcustom} (@pxref{Common Keywords}).When @code{defface} executes, it defines the face according to@var{spec}, then uses any customizations that were read from theinit file (@pxref{Init File}) to override that specification.The purpose of @var{spec} is to specify how the face should appear ondifferent kinds of terminals. It should be an alist whose elementshave the form @code{(@var{display} @var{atts})}. Each element's@sc{car}, @var{display}, specifies a class of terminals. (The firstelement, if it s @sc{car} is @code{default}, is special---it specifiesdefaults for the remaining elements). The element's @sc{cadr},@var{atts}, is a list of face attributes and their values; itspecifies what the face should look like on that kind of terminal.The possible attributes are defined in the value of@code{custom-face-attributes}.The @var{display} part of an element of @var{spec} determines whichframes the element matches. If more than one element of @var{spec}matches a given frame, the first element that matches is the one usedfor that frame. There are three possibilities for @var{display}:@table @asis@item @code{default}This element of @var{spec} doesn't match any frames; instead, itspecifies defaults that apply to all frames. This kind of element, ifused, must be the first element of @var{spec}. Each of the followingelements can override any or all of these defaults.@item @code{t}This element of @var{spec} matches all frames. Therefore, anysubsequent elements of @var{spec} are never used. Normally@code{t} is used in the last (or only) element of @var{spec}.@item a listIf @var{display} is a list, each element should have the form@code{(@var{characteristic} @var{value}@dots{})}. Here@var{characteristic} specifies a way of classifying frames, and the@var{value}s are possible classifications which @var{display} shouldapply to. Here are the possible values of @var{characteristic}:@table @code@item typeThe kind of window system the frame uses---either @code{graphic} (anygraphics-capable display), @code{x}, @code{pc} (for the MS-DOS console),@code{w32} (for MS Windows 9X/NT), or @code{tty} (a non-graphics-capabledisplay).@item classWhat kinds of colors the frame supports---either @code{color},@code{grayscale}, or @code{mono}.@item backgroundThe kind of background---either @code{light} or @code{dark}.@item min-colorsAn integer that represents the minimum number of colors the frameshould support. This matches a frame if its@code{display-color-cells} value is at least the specified integer.@item supportsWhether or not the frame can display the face attributes given in@var{value}@dots{} (@pxref{Face Attributes}). See the documentationfor the function @code{display-supports-face-attributes-p} for moreinformation on exactly how this testing is done. @xref{Display FaceAttribute Testing}.@end tableIf an element of @var{display} specifies more than one @var{value} for agiven @var{characteristic}, any of those values is acceptable. If@var{display} has more than one element, each element should specify adifferent @var{characteristic}; then @emph{each} characteristic of theframe must match one of the @var{value}s specified for it in@var{display}.@end table@end defmac Here's how the standard face @code{region} is defined:@example@group '((((class color) (min-colors 88) (background dark)) :background "blue3")@end group (((class color) (min-colors 88) (background light)) :background "lightgoldenrod2") (((class color) (min-colors 16) (background dark)) :background "blue3") (((class color) (min-colors 16) (background light)) :background "lightgoldenrod2") (((class color) (min-colors 8)) :background "blue" :foreground "white") (((type tty) (class mono)) :inverse-video t) (t :background "gray"))@group "Basic face for highlighting the region." :group 'basic-faces)@end group@end example Internally, @code{defface} uses the symbol property@code{face-defface-spec} to record the face attributes specified in@code{defface}, @code{saved-face} for the attributes saved by the userwith the customization buffer, @code{customized-face} for theattributes customized by the user for the current session, but notsaved, and @code{face-documentation} for the documentation string.@defopt frame-background-modeThis option, if non-@code{nil}, specifies the background type to use forinterpreting face definitions. If it is @code{dark}, then Emacs treatsall frames as if they had a dark background, regardless of their actualbackground colors. If it is @code{light}, then Emacs treats all framesas if they had a light background.@end defopt@node Face Attributes@subsection Face Attributes@cindex face attributes The effect of using a face is determined by a fixed set of @dfn{faceattributes}. This table lists all the face attributes, and what theymean. Note that in general, more than one face can be specified for agiven piece of text; when that happens, the attributes of all the facesare merged to specify how to display the text. @xref{Displaying Faces}. Any attribute in a face can have the value @code{unspecified}. Thismeans the face doesn't specify that attribute. In face merging, whenthe first face fails to specify a particular attribute, that means thenext face gets a chance. However, the @code{default} face mustspecify all attributes. Some of these font attributes are meaningful only on certain kinds ofdisplays---if your display cannot handle a certain attribute, theattribute is ignored. (The attributes @code{:family}, @code{:width},@code{:height}, @code{:weight}, and @code{:slant} correspond to parts ofan X Logical Font Descriptor.)@table @code@item :familyFont family name, or fontset name (@pxref{Fontsets}). If you specify afont family name, the wild-card characters @samp{*} and @samp{?} areallowed.@item :widthRelative proportionate width, also known as the character set width orset width. This should be one of the symbols @code{ultra-condensed},@code{extra-condensed}, @code{condensed}, @code{semi-condensed},@code{normal}, @code{semi-expanded}, @code{expanded},@code{extra-expanded}, or @code{ultra-expanded}.@item :heightEither the font height, an integer in units of 1/10 point, a floatingpoint number specifying the amount by which to scale the height of anyunderlying face, or a function, which is called with the old height(from the underlying face), and should return the new height.@item :weightFont weight---a symbol from this series (from most dense to most faint):@code{ultra-bold}, @code{extra-bold}, @code{bold}, @code{semi-bold},@code{normal}, @code{semi-light}, @code{light}, @code{extra-light},or @code{ultra-light}.On a text-only terminal, any weight greater than normal is displayed asextra bright, and any weight less than normal is displayed ashalf-bright (provided the terminal supports the feature).@item :slantFont slant---one of the symbols @code{italic}, @code{oblique}, @code{normal},@code{reverse-italic}, or @code{reverse-oblique}.On a text-only terminal, slanted text is displayed as half-bright, ifthe terminal supports the feature.@item :foregroundForeground color, a string. The value can be a system-defined colorname, or a hexadecimal color specification of the form@samp{#@var{rr}@var{gg}@var{bb}}. (@samp{#000000} is black,@samp{#ff0000} is red, @samp{#00ff00} is green, @samp{#0000ff} isblue, and @samp{#ffffff} is white.)@item :backgroundBackground color, a string, like the foreground color.@item :inverse-videoWhether or not characters should be displayed in inverse video. Thevalue should be @code{t} (yes) or @code{nil} (no).@item :stippleThe background stipple, a bitmap.The value can be a string; that should be the name of a file containingexternal-format X bitmap data. The file is found in the directorieslisted in the variable @code{x-bitmap-file-path}.Alternatively, the value can specify the bitmap directly, with a listof the form @code{(@var{width} @var{height} @var{data})}. Here,@var{width} and @var{height} specify the size in pixels, and@var{data} is a string containing the raw bits of the bitmap, row byrow. Each row occupies @math{(@var{width} + 7) / 8} consecutive bytesin the string (which should be a unibyte string for best results).This means that each row always occupies at least one whole byte.If the value is @code{nil}, that means use no stipple pattern.Normally you do not need to set the stipple attribute, because it isused automatically to handle certain shades of gray.@item :underlineWhether or not characters should be underlined, and in what color. Ifthe value is @code{t}, underlining uses the foreground color of theface. If the value is a string, underlining uses that color. Thevalue @code{nil} means do not underline.@item :overlineWhether or not characters should be overlined, and in what color.The value is used like that of @code{:underline}.@item :strike-throughWhether or not characters should be strike-through, and in whatcolor. The value is used like that of @code{:underline}.@item :inheritThe name of a face from which to inherit attributes, or a list of facenames. Attributes from inherited faces are merged into the face like anunderlying face would be, with higher priority than underlying faces.If a list of faces is used, attributes from faces earlier in the listoverride those from later faces.@item :boxWhether or not a box should be drawn around characters, its color, thewidth of the box lines, and 3D appearance.@end table Here are the possible values of the @code{:box} attribute, and whatthey mean:@table @asis@item @code{nil}Don't draw a box.@item @code{t}Draw a box with lines of width 1, in the foreground color.@item @var{color}Draw a box with lines of width 1, in color @var{color}.@item @code{(:line-width @var{width} :color @var{color} :style @var{style})}This way you can explicitly specify all aspects of the box. The value@var{width} specifies the width of the lines to draw; it defaults to 1.The value @var{color} specifies the color to draw with. The default isthe foreground color of the face for simple boxes, and the backgroundcolor of the face for 3D boxes.The value @var{style} specifies whether to draw a 3D box. If it is@code{released-button}, the box looks like a 3D button that is not beingpressed. If it is @code{pressed-button}, the box looks like a 3D buttonthat is being pressed. If it is @code{nil} or omitted, a plain 2D boxis used.@end table In older versions of Emacs, before @code{:family}, @code{:height},@code{:width}, @code{:weight}, and @code{:slant} existed, theseattributes were used to specify the type face. They are nowsemi-obsolete, but they still work:@table @code@item :fontThis attribute specifies the font name.@item :boldA non-@code{nil} value specifies a bold font.@item :italicA non-@code{nil} value specifies an italic font.@end table For compatibility, you can still set these ``attributes'', eventhough they are not real face attributes. Here is what that does:@table @code@item :fontYou can specify an X font name as the ``value'' of this ``attribute'';that sets the @code{:family}, @code{:width}, @code{:height},@code{:weight}, and @code{:slant} attributes according to the font name.If the value is a pattern with wildcards, the first font that matchesthe pattern is used to set these attributes.@item :boldA non-@code{nil} makes the face bold; @code{nil} makes it normal.This actually works by setting the @code{:weight} attribute.@item :italicA non-@code{nil} makes the face italic; @code{nil} makes it normal.This actually works by setting the @code{:slant} attribute.@end table@defvar x-bitmap-file-pathThis variable specifies a list of directories for searchingfor bitmap files, for the @code{:stipple} attribute.@end defvar@defun bitmap-spec-p objectThis returns @code{t} if @var{object} is a valid bitmap specification,suitable for use with @code{:stipple} (see above). It returns@code{nil} otherwise.@end defun@node Attribute Functions@subsection Face Attribute Functions You can modify the attributes of an existing face with the followingfunctions. If you specify @var{frame}, they affect just that frame;otherwise, they affect all frames as well as the defaults that apply tonew frames.@tindex set-face-attribute@defun set-face-attribute face frame &rest argumentsThis function sets one or more attributes of face @var{face}for frame @var{frame}. If @var{frame} is @code{nil}, it setsthe attribute for all frames, and the defaults for new frames.The extra arguments @var{arguments} specify the attributes to set, andthe values for them. They should consist of alternating attribute names(such as @code{:family} or @code{:underline}) and corresponding values.Thus,@example(set-face-attribute 'foo nil :width 'extended :weight 'bold :underline "red")@end example@noindentsets the attributes @code{:width}, @code{:weight} and @code{:underline}to the corresponding values.@end defun@tindex face-attribute@defun face-attribute face attribute &optional frame inheritThis returns the value of the @var{attribute} attribute of face@var{face} on @var{frame}. If @var{frame} is @code{nil},that means the selected frame (@pxref{Input Focus}).If @var{frame} is @code{t}, the value is the default for@var{face} for new frames.If @var{inherit} is @code{nil}, only attributes directly defined by@var{face} are considered, so the return value may be@code{unspecified}, or a relative value. If @var{inherit} isnon-@code{nil}, @var{face}'s definition of @var{attribute} is mergedwith the faces specified by its @code{:inherit} attribute; however thereturn value may still be @code{unspecified} or relative. If@var{inherit} is a face or a list of faces, then the result is furthermerged with that face (or faces), until it becomes specified andabsolute.To ensure that the return value is always specified and absolute, usea value of @code{default} for @var{inherit}; this will resolve anyunspecified or relative values by merging with the @code{default} face(which is always completely specified).For example,@example(face-attribute 'bold :weight) @result{} bold@end example@end defun The functions above did not exist before Emacs 21. For compatibilitywith older Emacs versions, you can use the following functions to setand examine the face attributes which existed in those versions.@tindex face-attribute-relative-p@defun face-attribute-relative-p attribute valueThis function returns non-@code{nil} if @var{value}, when used asthe value of the face attribute @var{attribute}, is relative (that is,if it modifies an underlying or inherited value of @var{attribute}).@end defun@tindex merge-face-attribute@defun merge-face-attribute attribute value1 value2If @var{value1} is a relative value for the face attribute@var{attribute}, returns it merged with the underlying value@var{value2}; otherwise, if @var{value1} is an absolute value for theface attribute @var{attribute}, returns @var{value1} unchanged.@end defun@defun set-face-foreground face color &optional frame@defunx set-face-background face color &optional frameThese functions set the foreground (or background, respectively) colorof face @var{face} to @var{color}. The argument @var{color} should be astring, the name of a color.Certain shades of gray are implemented by stipple patterns onblack-and-white screens.@end defun@defun set-face-stipple face pattern &optional frameThis function sets the background stipple pattern of face @var{face}to @var{pattern}. The argument @var{pattern} should be the name of astipple pattern defined by the X server, or actual bitmap data(@pxref{Face Attributes}), or @code{nil} meaning don't use stipple.Normally there is no need to pay attention to stipple patterns, becausethey are used automatically to handle certain shades of gray.@end defun@defun set-face-font face font &optional frameThis function sets the font of face @var{face}. This actually setsthe attributes @code{:family}, @code{:width}, @code{:height},@code{:weight}, and @code{:slant} according to the font name@var{font}.@end defun@defun set-face-bold-p face bold-p &optional frameThis function specifies whether @var{face} should be bold. If@var{bold-p} is non-@code{nil}, that means yes; @code{nil} means no.This actually sets the @code{:weight} attribute.@end defun@defun set-face-italic-p face italic-p &optional frameThis function specifies whether @var{face} should be italic. If@var{italic-p} is non-@code{nil}, that means yes; @code{nil} means no.This actually sets the @code{:slant} attribute.@end defun@defun set-face-underline-p face underline-p &optional frameThis function sets the underline attribute of face @var{face}.Non-@code{nil} means do underline; @code{nil} means don't.@end defun@defun set-face-inverse-video-p face inverse-video-p &optional frameThis function sets the @code{:inverse-video} attribute of face@var{face}.@end defun@defun invert-face face &optional frameThis function swaps the foreground and background colors of face@var{face}.@end defun These functions examine the attributes of a face. If you don'tspecify @var{frame}, they refer to the default data for new frames.They return the symbol @code{unspecified} if the face doesn't define anyvalue for that attribute.@defun face-foreground face &optional frame inherit@defunx face-background face &optional frame inheritThese functions return the foreground color (or background color,respectively) of face @var{face}, as a string.If @var{inherit} is @code{nil}, only a color directly defined by the face isreturned. If @var{inherit} is non-@code{nil}, any faces specified by its@code{:inherit} attribute are considered as well, and if @var{inherit}is a face or a list of faces, then they are also considered, until aspecified color is found. To ensure that the return value is alwaysspecified, use a value of @code{default} for @var{inherit}.@end defun@defun face-stipple face &optional frame inheritThis function returns the name of the background stipple pattern of face@var{face}, or @code{nil} if it doesn't have one.If @var{inherit} is @code{nil}, only a stipple directly defined by theface is returned. If @var{inherit} is non-@code{nil}, any facesspecified by its @code{:inherit} attribute are considered as well, andif @var{inherit} is a face or a list of faces, then they are alsoconsidered, until a specified stipple is found. To ensure that thereturn value is always specified, use a value of @code{default} for@var{inherit}.@end defun@defun face-font face &optional frameThis function returns the name of the font of face @var{face}.@end defun@defun face-bold-p face &optional frameThis function returns @code{t} if @var{face} is bold---that is, if it isbolder than normal. It returns @code{nil} otherwise.@end defun@defun face-italic-p face &optional frameThis function returns @code{t} if @var{face} is italic or oblique,@code{nil} otherwise.@end defun@defun face-underline-p face &optional frameThis function returns the @code{:underline} attribute of face @var{face}.@end defun@defun face-inverse-video-p face &optional frameThis function returns the @code{:inverse-video} attribute of face @var{face}.@end defun@node Displaying Faces@subsection Displaying Faces Here are the ways to specify which faces to use for display of text:@itemize @bullet@itemWith defaults. The @code{default} face is used as the ultimatedefault for all text. (In Emacs 19 and 20, the @code{default}face is used only when no other face is specified.)@itemFor a mode line or header line, the face @code{mode-line} or@code{mode-line-inactive}, or @code{header-line}, is merged in justbefore @code{default}.@itemWith text properties. A character can have a @code{face} property; ifso, the faces and face attributes specified there apply. @xref{SpecialProperties}.If the character has a @code{mouse-face} property, that is used insteadof the @code{face} property when the mouse is ``near enough'' to thecharacter.@itemWith overlays. An overlay can have @code{face} and @code{mouse-face}properties too; they apply to all the text covered by the overlay.@itemWith a region that is active. In Transient Mark mode, the region ishighlighted with the face @code{region} (@pxref{Standard Faces,,,emacs, The GNU Emacs Manual}).@itemWith special glyphs. Each glyph can specify a particular facenumber. @xref{Glyphs}.@end itemize If these various sources together specify more than one face for aparticular character, Emacs merges the attributes of the various facesspecified. For each attribute, Emacs tries first the face of anyspecial glyph; then the face for region highlighting, if appropriate;then the faces specified by overlays, followed by those specified bytext properties, then the @code{mode-line} or@code{mode-line-inactive} or @code{header-line} face (if in a modeline or a header line), and last the @code{default} face. When multiple overlays cover one character, an overlay with higherpriority overrides those with lower priority. @xref{Overlays}.@node Font Selection@subsection Font Selection @dfn{Selecting a font} means mapping the specified face attributes fora character to a font that is available on a particular display. Theface attributes, as determined by face merging, specify most of thefont choice, but not all. Part of the choice depends on what characterit is. If the face specifies a fontset name, that fontset determines apattern for fonts of the given charset. If the face specifies a fontfamily, a font pattern is constructed. Emacs tries to find an available font for the given face attributesand character's registry and encoding. If there is a font that matchesexactly, it is used, of course. The hard case is when no available fontexactly fits the specification. Then Emacs looks for one that is``close''---one attribute at a time. You can specify the order toconsider the attributes. In the case where a specified font family isnot available, you can specify a set of mappings for alternatives totry.@defvar face-font-selection-order@tindex face-font-selection-orderThis variable specifies the order of importance of the face attributes@code{:width}, @code{:height}, @code{:weight}, and @code{:slant}. Thevalue should be a list containing those four symbols, in order ofdecreasing importance.Font selection first finds the best available matches for the firstattribute listed; then, among the fonts which are best in that way, itsearches for the best matches in the second attribute, and so on.The attributes @code{:weight} and @code{:width} have symbolic values ina range centered around @code{normal}. Matches that are more extreme(farther from @code{normal}) are somewhat preferred to matches that areless extreme (closer to @code{normal}); this is designed to ensure thatnon-normal faces contrast with normal ones, whenever possible.The default is @code{(:width :height :weight :slant)}, which means firstfind the fonts closest to the specified @code{:width}, then---among thefonts with that width---find a best match for the specified font height,and so on.One example of a case where this variable makes a difference is when thedefault font has no italic equivalent. With the default ordering, the@code{italic} face will use a non-italic font that is similar to thedefault one. But if you put @code{:slant} before @code{:height}, the@code{italic} face will use an italic font, even if its height is notquite right.@end defvar@defvar face-font-family-alternatives@tindex face-font-family-alternativesThis variable lets you specify alternative font families to try, if agiven family is specified and doesn't exist. Each element should havethis form:@example(@var{family} @var{alternate-families}@dots{})@end exampleIf @var{family} is specified but not available, Emacs will try the otherfamilies given in @var{alternate-families}, one by one, until it finds afamily that does exist.@end defvar@defvar face-font-registry-alternatives@tindex face-font-registry-alternativesThis variable lets you specify alternative font registries to try, if agiven registry is specified and doesn't exist. Each element should havethis form:@example(@var{registry} @var{alternate-registries}@dots{})@end exampleIf @var{registry} is specified but not available, Emacs will try theother registries given in @var{alternate-registries}, one by one,until it finds a registry that does exist.@end defvar Emacs can make use of scalable fonts, but by default it does not usethem, since the use of too many or too big scalable fonts can crashXFree86 servers.@defvar scalable-fonts-allowed@tindex scalable-fonts-allowedThis variable controls which scalable fonts to use. A value of@code{nil}, the default, means do not use scalable fonts. @code{t}means to use any scalable font that seems appropriate for the text.Otherwise, the value must be a list of regular expressions. Then ascalable font is enabled for use if its name matches any regularexpression in the list. For example,@example(setq scalable-fonts-allowed '("muleindian-2$"))@end example@noindentallows the use of scalable fonts with registry @code{muleindian-2}.@end defvar@defun clear-face-cache &optional unload-p@tindex clear-face-cacheThis function clears the face cache for all frames.If @var{unload-p} is non-@code{nil}, that means to unloadall unused fonts as well.@end defun@defvar face-font-rescale-alistThis variable specifies scaling for certain faces. Its value shouldbe a list of elements of the form@example(@var{fontname-regexp} . @var{scale-factor})@end exampleIf @var{fontname-regexp} matches the font name that is about to beused, this says to choose a larger similar font according to thefactor @var{scale-factor}. You would use this feature to normalizethe font size if certain fonts are bigger or smaller than theirnominal heights and widths would suggest.@end defvar@node Face Functions@subsection Functions for Working with Faces Here are additional functions for creating and working with faces.@defun make-face nameThis function defines a new face named @var{name}, initially with allattributes @code{nil}. It does nothing if there is already a face named@var{name}.@end defun@defun face-listThis function returns a list of all defined face names.@end defun@defun copy-face old-face new-name &optional frame new-frameThis function defines a face named @var{new-name} as a copy of the existingface named @var{old-face}. It creates the face @var{new-name} if thatdoesn't already exist.If the optional argument @var{frame} is given, this function appliesonly to that frame. Otherwise it applies to each frame individually,copying attributes from @var{old-face} in each frame to @var{new-face}in the same frame.If the optional argument @var{new-frame} is given, then @code{copy-face}copies the attributes of @var{old-face} in @var{frame} to @var{new-name}in @var{new-frame}.@end defun@defun face-id faceThis function returns the face number of face @var{face}.@end defun@defun face-documentation faceThis function returns the documentation string of face @var{face}, or@code{nil} if none was specified for it.@end defun@defun face-equal face1 face2 &optional frameThis returns @code{t} if the faces @var{face1} and @var{face2} have thesame attributes for display.@end defun@defun face-differs-from-default-p face &optional frameThis returns non-@code{nil} if the face @var{face} displaysdifferently from the default face.@end defun@cindex face aliasA @dfn{face alias} provides an equivalent name for a face. You candefine a face alias by giving the alias symbol the @code{face-alias}property, with a value of the target face name. The following examplemakes @code{modeline} an alias for the @code{mode-line} face.@example(put 'modeline 'face-alias 'mode-line)@end example@node Auto Faces@subsection Automatic Face Assignment@cindex automatic face assignment@cindex faces, automatic choice@cindex Font-Lock mode This hook is used for automatically assigning faces to text in thebuffer. It is part of the implementation of Font-Lock mode.@tindex fontification-functions@defvar fontification-functionsThis variable holds a list of functions that are called by Emacsredisplay as needed to assign faces automatically to text in the buffer.The functions are called in the order listed, with one argument, abuffer position @var{pos}. Each function should attempt to assign facesto the text in the current buffer starting at @var{pos}.Each function should record the faces they assign by setting the@code{face} property. It should also add a non-@code{nil}@code{fontified} property for all the text it has assigned faces to.That property tells redisplay that faces have been assigned to that textalready.It is probably a good idea for each function to do nothing if thecharacter after @var{pos} already has a non-@code{nil} @code{fontified}property, but this is not required. If one function overrides theassignments made by a previous one, the properties as they areafter the last function finishes are the ones that really matter.For efficiency, we recommend writing these functions so that theyusually assign faces to around 400 to 600 characters at each call.@end defvar@node Font Lookup@subsection Looking Up Fonts@defun x-list-fonts pattern &optional face frame maximumThis function returns a list of available font names that match@var{pattern}. If the optional arguments @var{face} and @var{frame} arespecified, then the list is limited to fonts that are the same size as@var{face} currently is on @var{frame}.The argument @var{pattern} should be a string, perhaps with wildcardcharacters: the @samp{*} character matches any substring, and the@samp{?} character matches any single character. Pattern matchingof font names ignores case.If you specify @var{face} and @var{frame}, @var{face} should be a face name(a symbol) and @var{frame} should be a frame.The optional argument @var{maximum} sets a limit on how many fonts toreturn. If this is non-@code{nil}, then the return value is truncatedafter the first @var{maximum} matching fonts. Specifying a small valuefor @var{maximum} can make this function much faster, in cases wheremany fonts match the pattern.@end defun@defun x-family-fonts &optional family frame@tindex x-family-fontsThis function returns a list describing the available fonts for family@var{family} on @var{frame}. If @var{family} is omitted or @code{nil},this list applies to all families, and therefore, it contains allavailable fonts. Otherwise, @var{family} must be a string; it maycontain the wildcards @samp{?} and @samp{*}.The list describes the display that @var{frame} is on; if @var{frame} isomitted or @code{nil}, it applies to the selected frame's display(@pxref{Input Focus}).The list contains a vector of the following form for each font:@example[@var{family} @var{width} @var{point-size} @var{weight} @var{slant} @var{fixed-p} @var{full} @var{registry-and-encoding}]@end exampleThe first five elements correspond to face attributes; if youspecify these attributes for a face, it will use this font.The last three elements give additional information about the font.@var{fixed-p} is non-@code{nil} if the font is fixed-pitch.@var{full} is the full name of the font, and@var{registry-and-encoding} is a string giving the registry andencoding of the font.The result list is sorted according to the current face font sort order.@end defun@defun x-font-family-list &optional frame@tindex x-font-family-listThis function returns a list of the font families available for@var{frame}'s display. If @var{frame} is omitted or @code{nil}, itdescribes the selected frame's display (@pxref{Input Focus}).The value is a list of elements of this form:@example(@var{family} . @var{fixed-p})@end example@noindentHere @var{family} is a font family, and @var{fixed-p} isnon-@code{nil} if fonts of that family are fixed-pitch.@end defun@defvar font-list-limit@tindex font-list-limitThis variable specifies maximum number of fonts to consider in fontmatching. The function @code{x-family-fonts} will not return more thanthat many fonts, and font selection will consider only that many fontswhen searching a matching font for face attributes. The default iscurrently 100.@end defvar@node Fontsets@subsection Fontsets A @dfn{fontset} is a list of fonts, each assigned to a range ofcharacter codes. An individual font cannot display the whole range ofcharacters that Emacs supports, but a fontset can. Fontsets have names,just as fonts do, and you can use a fontset name in place of a font namewhen you specify the ``font'' for a frame or a face. Here isinformation about defining a fontset under Lisp program control.@defun create-fontset-from-fontset-spec fontset-spec &optional style-variant-p noerrorThis function defines a new fontset according to the specificationstring @var{fontset-spec}. The string should have this format:@smallexample@var{fontpattern}, @r{[}@var{charsetname}:@var{fontname}@r{]@dots{}}@end smallexample@noindentWhitespace characters before and after the commas are ignored.The first part of the string, @var{fontpattern}, should have the form ofa standard X font name, except that the last two fields should be@samp{fontset-@var{alias}}.The new fontset has two names, one long and one short. The long name is@var{fontpattern} in its entirety. The short name is@samp{fontset-@var{alias}}. You can refer to the fontset by eithername. If a fontset with the same name already exists, an error issignaled, unless @var{noerror} is non-@code{nil}, in which case thisfunction does nothing.If optional argument @var{style-variant-p} is non-@code{nil}, that saysto create bold, italic and bold-italic variants of the fontset as well.These variant fontsets do not have a short name, only a long one, whichis made by altering @var{fontpattern} to indicate the bold or italicstatus.The specification string also says which fonts to use in the fontset.See below for the details.@end defun The construct @samp{@var{charset}:@var{font}} specifies which font touse (in this fontset) for one particular character set. Here,@var{charset} is the name of a character set, and @var{font} is the fontto use for that character set. You can use this construct any number oftimes in the specification string. For the remaining character sets, those that you don't specifyexplicitly, Emacs chooses a font based on @var{fontpattern}: it replaces@samp{fontset-@var{alias}} with a value that names one character set.For the @acronym{ASCII} character set, @samp{fontset-@var{alias}} is replacedwith @samp{ISO8859-1}. In addition, when several consecutive fields are wildcards, Emacscollapses them into a single wildcard. This is to prevent use ofauto-scaled fonts. Fonts made by scaling larger fonts are not usablefor editing, and scaling a smaller font is not useful because it isbetter to use the smaller font in its own size, which Emacs does. Thus if @var{fontpattern} is this,@example-*-fixed-medium-r-normal-*-24-*-*-*-*-*-fontset-24@end example@noindentthe font specification for @acronym{ASCII} characters would be this:@example-*-fixed-medium-r-normal-*-24-*-ISO8859-1@end example@noindentand the font specification for Chinese GB2312 characters would be this:@example-*-fixed-medium-r-normal-*-24-*-gb2312*-*@end example You may not have any Chinese font matching the above fontspecification. Most X distributions include only Chinese fonts thathave @samp{song ti} or @samp{fangsong ti} in the @var{family} field. Insuch a case, @samp{Fontset-@var{n}} can be specified as below:@smallexampleEmacs.Fontset-0: -*-fixed-medium-r-normal-*-24-*-*-*-*-*-fontset-24,\ chinese-gb2312:-*-*-medium-r-normal-*-24-*-gb2312*-*@end smallexample@noindentThen, the font specifications for all but Chinese GB2312 characters have@samp{fixed} in the @var{family} field, and the font specification forChinese GB2312 characters has a wild card @samp{*} in the @var{family}field.@defun set-fontset-font name character fontname &optional frameThis function modifies the existing fontset @var{name} touse the font name @var{fontname} for the character @var{character}.If @var{name} is @code{nil}, this function modifies the defaultfontset, whose short name is @samp{fontset-default}.@var{character} may be a cons; @code{(@var{from} . @var{to})}, where@var{from} and @var{to} are non-generic characters. In that case, use@var{fontname} for all characters in the range @var{from} and @var{to}(inclusive).@var{character} may be a charset. In that case, use@var{fontname} for all character in the charsets.@var{fontname} may be a cons; @code{(@var{family} . @var{registry})},where @var{family} is a family name of a font (possibly including afoundry name at the head), @var{registry} is a registry name of a font(possibly including an encoding name at the tail).For instance, this changes the default fontset to use a font of whichregistry name is @samp{JISX0208.1983} for all characters belonging tothe charset @code{japanese-jisx0208}.@smallexample(set-fontset-font nil 'japanese-jisx0208 '(nil . "JISX0208.1983"))@end smallexample@end defun@defun char-displayable-p charThis function returns @code{t} if Emacs ought to be able to display@var{char}. More precisely, if the selected frame's fontset has afont to display the character set that @var{char} belongs to.Fontsets can specify a font on a per-character basis; when the fontsetdoes that, this function's value may not be accurate.@end defun@node Fringes@section Fringes@cindex Fringes The @dfn{fringes} of a window are thin vertical strips down thesides that are used for displaying bitmaps that indicate truncation,continuation, horizontal scrolling, and the overlay arrow.@menu* Fringe Size/Pos:: Specifying where to put the window fringes.* Fringe Bitmaps:: Displaying bitmaps in the window fringes.* Customizing Bitmaps:: Specifying your own bitmaps to use in the fringes.* Overlay Arrow:: Display of an arrow to indicate position.@end menu@node Fringe Size/Pos@subsection Fringe Size and Position The following buffer-local variables control the position and widthof the window fringes.@defvar fringes-outside-marginsThe fringes normally appear between the display margins and the windowtext. If the value is non-@code{nil}, they appear outside the displaymargins. @xref{Display Margins}.@end defvar@defvar left-fringe-widthThis variable, if non-@code{nil}, specifies the width of the leftfringe in pixels. A value of @code{nil} means to use the left fringewidth from the window's frame.@end defvar@defvar right-fringe-widthThis variable, if non-@code{nil}, specifies the width of the rightfringe in pixels. A value of @code{nil} means to use the right fringewidth from the window's frame.@end defvar The values of these variables take effect when you display thebuffer in a window. If you change them while the buffer is visible,you can call @code{set-window-buffer} to display it once again in thesame window, to make the changes take effect.@defun set-window-fringes window left &optional right outside-marginsThis function sets the fringe widths of window @var{window}.If @var{window} is @code{nil}, the selected window is used.The argument @var{left} specifies the width in pixels of the leftfringe, and likewise @var{right} for the right fringe. A value of@code{nil} for either one stands for the default width. If@var{outside-margins} is non-@code{nil}, that specifies that fringesshould appear outside of the display margins.@end defun@defun window-fringes &optional windowThis function returns information about the fringes of a window@var{window}. If @var{window} is omitted or @code{nil}, the selectedwindow is used. The value has the form @code{(@var{left-width}@var{right-width} @var{outside-margins})}.@end defun@defvar overflow-newline-into-fringeIf this is non-@code{nil}, lines exactly as wide as the window (notcounting the final newline character) are not continued. Instead,when point is at the end of the line, the cursor appears in the rightfringe.@end defvar@node Fringe Bitmaps@subsection Fringe Bitmaps@cindex fringe bitmaps@cindex bitmaps, fringe The @dfn{fringe bitmaps} are tiny icons Emacs displays in the windowfringe (on a graphic display) to indicate truncated or continuedlines, buffer boundaries, overlay arrow, etc. The fringe bitmaps areshared by all frames and windows. You can redefine the built-infringe bitmaps, and you can define new fringe bitmaps. The way to display a bitmap in the left or right fringes for a givenline in a window is by specifying the @code{display} property for oneof the characters that appears in it. Use a display specification ofthe form @code{(left-fringe @var{bitmap} [@var{face}])} or@code{(right-fringe @var{bitmap} [@var{face}])} (@pxref{DisplayProperty}). Here, @var{bitmap} is a symbol identifying the bitmap youwant, and @var{face} (which is optional) is the name of the face whosecolors should be used for displaying the bitmap, instead of thedefault @code{fringe} face. @var{face} is automatically merged withthe @code{fringe} face, so normally @var{face} need only specify theforeground color for the bitmap. These symbols identify the standard fringe bitmaps. Evaluate@code{(require 'fringe)} to define them. Fringe bitmap symbols havetheir own name space.@table @asis@item Truncation and continuation line bitmaps:@code{left-truncation}, @code{right-truncation},@code{continued-line}, @code{continuation-line}.@item Buffer indication bitmaps:@code{up-arrow}, @code{down-arrow},@code{top-left-angle}, @code{top-right-angle},@code{bottom-left-angle}, @code{bottom-right-angle},@code{left-bracket}, @code{right-bracket}.@item Empty line indication bitmap:@code{empty-line}.@item Overlay arrow bitmap:@code{overlay-arrow}.@item Bitmaps for displaying the cursor in right fringe:@code{filled-box-cursor}, @code{hollow-box-cursor}, @code{hollow-square},@code{bar-cursor}, @code{hbar-cursor}.@end table@defun fringe-bitmaps-at-pos &optional pos windowThis function returns the fringe bitmaps of the display linecontaining position @var{pos} in window @var{window}. The returnvalue has the form @code{(@var{left} @var{right} @var{ov})}, where @var{left}is the symbol for the fringe bitmap in the left fringe (or @code{nil}if no bitmap), @var{right} is similar for the right fringe, and @var{ov}is non-@code{nil} if there is an overlay arrow in the left fringe.The value is @code{nil} if @var{pos} is not visible in @var{window}.If @var{window} is @code{nil}, that stands for the selected window.If @var{pos} is @code{nil}, that stands for the value of point in@var{window}.@end defun@node Customizing Bitmaps@subsection Customizing Fringe Bitmaps@defun define-fringe-bitmap bitmap bits &optional height width alignThis function defines the symbol @var{bitmap} as a new fringe bitmap,or replaces an existing bitmap with that name.The argument @var{bits} specifies the image to use. It should beeither a string or a vector of integers, where each element (aninteger) corresponds to one row of the bitmap. Each bit of an integercorresponds to one pixel of the bitmap, where the low bit correspondsto the rightmost pixel of the bitmap.The height is normally the length of @var{bits}. However, youcan specify a different height with non-@code{nil} @var{height}. The widthis normally 8, but you can specify a different width with non-@code{nil}@var{width}. The width must be an integer between 1 and 16.The argument @var{align} specifies the positioning of the bitmaprelative to the range of rows where it is used; the default is tocenter the bitmap. The allowed values are @code{top}, @code{center},or @code{bottom}.The @var{align} argument may also be a list @code{(@var{align}@var{periodic})} where @var{align} is interpreted as described above.If @var{periodic} is non-@code{nil}, it specifies that the rows in@code{bits} should be repeated enough times to reach the specifiedheight.The return value on success is an integer identifying the new bitmap.You should save that integer in a variable so it can be used to selectthis bitmap.This function signals an error if there are no more free bitmap slots.@end defun@defun destroy-fringe-bitmap bitmapThis function destroy the fringe bitmap identified by @var{bitmap}.If @var{bitmap} identifies a standard fringe bitmap, it actuallyrestores the standard definition of that bitmap, instead ofeliminating it entirely.@end defun@defun set-fringe-bitmap-face bitmap &optional faceThis sets the face for the fringe bitmap @var{bitmap} to @var{face}.If @var{face} is @code{nil}, it selects the @code{fringe} face. Thebitmap's face controls the color to draw it in.@var{face} is merged with the @code{fringe} face, so normally@var{face} should specify only the foreground color.@end defun@node Overlay Arrow@subsection The Overlay Arrow@cindex overlay arrow The @dfn{overlay arrow} is useful for directing the user's attentionto a particular line in a buffer. For example, in the modes used forinterface to debuggers, the overlay arrow indicates the line of codeabout to be executed. This feature has nothing to do with@dfn{overlays} (@pxref{Overlays}).@defvar overlay-arrow-stringThis variable holds the string to display to call attention to aparticular line, or @code{nil} if the arrow feature is not in use.On a graphical display the contents of the string are ignored; instead aglyph is displayed in the fringe area to the left of the display area.@end defvar@defvar overlay-arrow-positionThis variable holds a marker that indicates where to display the overlayarrow. It should point at the beginning of a line. On a non-graphicaldisplay the arrow textappears at the beginning of that line, overlaying any text that wouldotherwise appear. Since the arrow is usually short, and the lineusually begins with indentation, normally nothing significant isoverwritten.The overlay string is displayed only in the buffer that this markerpoints into. Thus, only one buffer can have an overlay arrow at anygiven time.@c !!! overlay-arrow-position: but the overlay string may remain in the display@c of some other buffer until an update is required. This should be fixed@c now. Is it?@end defvar You can do a similar job by creating an overlay with a@code{before-string} property. @xref{Overlay Properties}. You can define multiple overlay arrows via the variable@code{overlay-arrow-variable-list}.@defvar overlay-arrow-variable-listThis variable's value is a list of variables, each of which specifiesthe position of an overlay arrow. The variable@code{overlay-arrow-position} has its normal meaning because it is onthis list.@end defvarEach variable on this list can have properties@code{overlay-arrow-string} and @code{overlay-arrow-bitmap} thatspecify an overlay arrow string (for text-only terminals) or fringebitmap (for graphical terminals) to display at the correspondingoverlay arrow position. If either property is not set, the default(@code{overlay-arrow-string} or @code{overlay-arrow-fringe-bitmap}) isused.@node Scroll Bars@section Scroll BarsNormally the frame parameter @code{vertical-scroll-bars} controlswhether the windows in the frame have vertical scroll bars, andwhether they are on the left or right. The frame parameter@code{scroll-bar-width} specifies how wide they are (@code{nil}meaning the default). @xref{Layout Parameters}.@defun frame-current-scroll-bars &optional frameThis function reports the scroll bar type settings for frame@var{frame}. The value is a cons cell@code{(@var{vertical-type} .@: @var{horizontal-type})}, where@var{vertical-type} is either @code{left}, @code{right}, or @code{nil}(which means no scroll bar.) @var{horizontal-type} is meant tospecify the horizontal scroll bar type, but since they are notimplemented, it is always @code{nil}.@end defun@vindex vertical-scroll-bar You can enable or disable scroll bars for a particular buffer,by setting the variable @code{vertical-scroll-bar}. This variableautomatically becomes buffer-local when set. The possible values are@code{left}, @code{right}, @code{t}, which means to use theframe's default, and @code{nil} for no scroll bar. You can also control this for individual windows. Call the function@code{set-window-scroll-bars} to specify what to do for a specific window:@defun set-window-scroll-bars window width &optional vertical-type horizontal-typeThis function sets the width and type of scroll bars for window@var{window}.@var{width} specifies the scroll bar width in pixels (@code{nil} meansuse the width specified for the frame). @var{vertical-type} specifieswhether to have a vertical scroll bar and, if so, where. The possiblevalues are @code{left}, @code{right} and @code{nil}, just like thevalues of the @code{vertical-scroll-bars} frame parameter.The argument @var{horizontal-type} is meant to specify whether andwhere to have horizontal scroll bars, but since they are notimplemented, it has no effect. If @var{window} is @code{nil}, theselected window is used.@end defun@defun window-scroll-bars &optional windowReport the width and type of scroll bars specified for @var{window}.If @var{window} is omitted or @code{nil}, the selected window is used.The value is a list of the form @code{(@var{width}@var{cols} @var{vertical-type} @var{horizontal-type})}. The value@var{width} is the value that was specified for the width (which maybe @code{nil}); @var{cols} is the number of columns that the scrollbar actually occupies.@var{horizontal-type} is not actually meaningful.@end defunIf you don't specify these values for a window with@code{set-window-scroll-bars}, the buffer-local variables@code{scroll-bar-mode} and @code{scroll-bar-width} in the buffer beingdisplayed control the window's vertical scroll bars. The function@code{set-window-buffer} examines these variables. If you change themin a buffer that is already visible in a window, you can make thewindow take note of the new values by calling @code{set-window-buffer}specifying the same buffer that is already displayed.@defvar scroll-bar-modeThis variable, always local in all buffers, controls whether and whereto put scroll bars in windows displaying the buffer. The possible valuesare @code{nil} for no scroll bar, @code{left} to put a scroll bar onthe left, and @code{right} to put a scroll bar on the right.@end defvar@defun window-current-scroll-bars &optional windowThis function reports the scroll bar type for window @var{window}.If @var{window} is omitted or @code{nil}, the selected window is used.The value is a cons cell@code{(@var{vertical-type} .@: @var{horizontal-type})}. Unlike@code{window-scroll-bars}, this reports the scroll bar type actuallyused, once frame defaults and @code{scroll-bar-mode} are taken intoaccount.@end defun@defvar scroll-bar-widthThis variable, always local in all buffers, specifies the width of thebuffer's scroll bars, measured in pixels. A value of @code{nil} meansto use the value specified by the frame.@end defvar@node Pointer Shape@section Pointer Shape Normally, the mouse pointer has the @code{text} shape over text andthe @code{arrow} shape over window areas which do not correspond toany buffer text. You can specify the mouse pointer shape over text orimages via the @code{pointer} text property, and for images with the@code{:pointer} and @code{:map} image properties. The available pointer shapes are: @code{text} (or @code{nil}),@code{arrow}, @code{hand}, @code{vdrag}, @code{hdrag},@code{modeline}, and @code{hourglass}.@defvar void-text-area-pointer@tindex void-text-area-pointerThis variable specifies the mouse pointer shape in void text areas,i.e. the areas after the end of a line or below the last line in thebuffer. The default is to use the @code{arrow} (non-text) pointer.@end defvar@node Display Property@section The @code{display} Property@cindex display specification@kindex display @r{(text property)} The @code{display} text property (or overlay property) is used toinsert images into text, and also control other aspects of how textdisplays. The value of the @code{display} property should be adisplay specification, or a list or vector containing several displayspecifications. Some kinds of @code{display} properties specify something to displayinstead of the text that has the property. In this case, ``the text''means all the consecutive characters that have the same Lisp object astheir @code{display} property; these characters are replaced as asingle unit. By contrast, characters that have similar but distinctLisp objects as their @code{display} properties are handledseparately. Here's a function that illustrates this point:@smallexample(defun foo () (goto-char (point-min)) (dotimes (i 5) (let ((string (concat "A"))) (put-text-property (point) (1+ (point)) 'display string) (forward-char 1) (put-text-property (point) (1+ (point)) 'display string) (forward-char 1))))@end smallexample@noindentIt gives each of the first ten characters in the buffer string@code{"A"} as the @code{display} property, but they don't all get thesame string. The first two characters get the same string, so theytogether are replaced with one @samp{A}. The next two characters geta second string, so they together are replaced with one @samp{A}.Likewise for each following pair of characters. Thus, the tencharacters appear as five A's. This function would have the sameresults:@smallexample(defun foo () (goto-char (point-min)) (dotimes (i 5) (let ((string (concat "A"))) (put-text-property (point) (2+ (point)) 'display string) (put-text-property (point) (1+ (point)) 'display string) (forward-char 2))))@end smallexample@noindentThis illustrates that what matters is the property value foreach character. If two consecutive characters have the sameobject as the @code{display} property value, it's irrelevantwhether they got this property from a single call to@code{put-text-property} or from two different calls. The rest of this section describes several kinds ofdisplay specifications and what they mean.@menu* Specified Space:: Displaying one space with a specified width.* Pixel Specification:: Specifying space width or height in pixels.* Other Display Specs:: Displaying an image; magnifying text; moving it up or down on the page; adjusting the width of spaces within text.* Display Margins:: Displaying text or images to the side of the main text.@end menu@node Specified Space@subsection Specified Spaces@cindex spaces, specified height or width@cindex specified spaces@cindex variable-width spaces To display a space of specified width and/or height, use a displayspecification of the form @code{(space . @var{props})}, where@var{props} is a property list (a list of alternating properties andvalues). You can put this property on one or more consecutivecharacters; a space of the specified height and width is displayed inplace of @emph{all} of those characters. These are the properties youcan use in @var{props} to specify the weight of the space:@table @code@item :width @var{width}If @var{width} is an integer or floating point number, it specifiesthat the space width should be @var{width} times the normal characterwidth. @var{width} can also be a @dfn{pixel width} specification(@pxref{Pixel Specification}).@item :relative-width @var{factor}Specifies that the width of the stretch should be computed from thefirst character in the group of consecutive characters that have thesame @code{display} property. The space width is the width of thatcharacter, multiplied by @var{factor}.@item :align-to @var{hpos}Specifies that the space should be wide enough to reach @var{hpos}.If @var{hpos} is a number, it is measured in units of the normalcharacter width. @var{hpos} can also be a @dfn{pixel width}specification (@pxref{Pixel Specification}).@end table You should use one and only one of the above properties. You canalso specify the height of the space, with these properties:@table @code@item :height @var{height}Specifies the height of the space.If @var{height} is an integer or floating point number, it specifiesthat the space height should be @var{height} times the normal characterheight. The @var{height} may also be a @dfn{pixel height} specification(@pxref{Pixel Specification}).@item :relative-height @var{factor}Specifies the height of the space, multiplying the ordinary heightof the text having this display specification by @var{factor}.@item :ascent @var{ascent}If the value of @var{ascent} is a non-negative number no greater than100, it specifies that @var{ascent} percent of the height of the spaceshould be considered as the ascent of the space---that is, the partabove the baseline. The ascent may also be specified in pixel unitswith a @dfn{pixel ascent} specification (@pxref{Pixel Specification}).@end table Don't use both @code{:height} and @code{:relative-height} together. The @code{:width} and @code{:align-to} properties are supported onnon-graphic terminals, but the other space properties in this sectionare not.@node Pixel Specification@subsection Pixel Specification for Spaces@cindex spaces, pixel specification The value of the @code{:width}, @code{:align-to}, @code{:height},and @code{:ascent} properties can be a special kind of expression thatis evaluated during redisplay. The result of the evaluation is usedas an absolute number of pixels. The following expressions are supported:@smallexample@group @var{expr} ::= @var{num} | (@var{num}) | @var{unit} | @var{elem} | @var{pos} | @var{image} | @var{form} @var{num} ::= @var{integer} | @var{float} | @var{symbol} @var{unit} ::= in | mm | cm | width | height@end group@group @var{elem} ::= left-fringe | right-fringe | left-margin | right-margin | scroll-bar | text @var{pos} ::= left | center | right @var{form} ::= (@var{num} . @var{expr}) | (@var{op} @var{expr} ...) @var{op} ::= + | -@end group@end smallexample The form @var{num} specifies a fraction of the default frame fontheight or width. The form @code{(@var{num})} specifies an absolutenumber of pixels. If @var{num} is a symbol, @var{symbol}, itsbuffer-local variable binding is used. The @code{in}, @code{mm}, and @code{cm} units specify the number ofpixels per inch, millimeter, and centimeter, respectively. The@code{width} and @code{height} units correspond to the default widthand height of the current face. An image specification @code{image}corresponds to the width or height of the image. The @code{left-fringe}, @code{right-fringe}, @code{left-margin},@code{right-margin}, @code{scroll-bar}, and @code{text} elementsspecify to the width of the corresponding area of the window. The @code{left}, @code{center}, and @code{right} positions can beused with @code{:align-to} to specify a position relative to the leftedge, center, or right edge of the text area. Any of the above window elements (except @code{text}) can also beused with @code{:align-to} to specify that the position is relative tothe left edge of the given area. Once the base offset for a relativeposition has been set (by the first occurrence of one of thesesymbols), further occurrences of these symbols are interpreted as thewidth of the specified area. For example, to align to the center ofthe left-margin, use@example:align-to (+ left-margin (0.5 . left-margin))@end example If no specific base offset is set for alignment, it is always relativeto the left edge of the text area. For example, @samp{:align-to 0} in aheader-line aligns with the first text column in the text area. A value of the form @code{(@var{num} . @var{expr})} stands for theproduct of the values of @var{num} and @var{expr}. For example,@code{(2 . in)} specifies a width of 2 inches, while @code{(0.5 .@var{image})} specifies half the width (or height) of the specifiedimage. The form @code{(+ @var{expr} ...)} adds up the value of theexpressions. The form @code{(- @var{expr} ...)} negates or subtractsthe value of the expressions.@node Other Display Specs@subsection Other Display Specifications Here are the other sorts of display specifications that you can usein the @code{display} text property.@table @code@item @var{string}Display @var{string} instead of the text that has this property.@item (image . @var{image-props})This kind of display specification is an image descriptor (@pxref{Images}).When used as a display specification, it means to display the imageinstead of the text that has the display specification.@item (slice @var{x} @var{y} @var{width} @var{height})This specification together with @code{image} specifies a @dfn{slice}(a partial area) of the image to display. The elements @var{y} and@var{x} specify the top left corner of the slice, within the image;@var{width} and @var{height} specify the width and height of theslice. Integer values are numbers of pixels. A floating point numberin the range 0.0--1.0 stands for that fraction of the width or heightof the entire image.@item ((margin nil) @var{string})@itemx @var{string}A display specification of this form means to display @var{string}instead of the text that has the display specification, at the sameposition as that text. This is a special case of marginal display(@pxref{Display Margins}).Recursive display specifications are not supported---string displayspecifications must not have @code{display} properties themselves.@item (space-width @var{factor})This display specification affects all the space characters within thetext that has the specification. It displays all of these spaces@var{factor} times as wide as normal. The element @var{factor} shouldbe an integer or float. Characters other than spaces are not affectedat all; in particular, this has no effect on tab characters.@item (height @var{height})This display specification makes the text taller or shorter.Here are the possibilities for @var{height}:@table @asis@item @code{(+ @var{n})}This means to use a font that is @var{n} steps larger. A ``step'' isdefined by the set of available fonts---specifically, those that matchwhat was otherwise specified for this text, in all attributes exceptheight. Each size for which a suitable font is available counts asanother step. @var{n} should be an integer.@item @code{(- @var{n})}This means to use a font that is @var{n} steps smaller.@item a number, @var{factor}A number, @var{factor}, means to use a font that is @var{factor} timesas tall as the default font.@item a symbol, @var{function}A symbol is a function to compute the height. It is called with thecurrent height as argument, and should return the new height to use.@item anything else, @var{form}If the @var{height} value doesn't fit the previous possibilities, it isa form. Emacs evaluates it to get the new height, with the symbol@code{height} bound to the current specified font height.@end table@item (raise @var{factor})This kind of display specification raises or lowers the textit applies to, relative to the baseline of the line.@var{factor} must be a number, which is interpreted as a multiple of theheight of the affected text. If it is positive, that means to displaythe characters raised. If it is negative, that means to display themlower down.If the text also has a @code{height} display specification, that doesnot affect the amount of raising or lowering, which is based on thefaces used for the text.@end table You can make any display specification conditional. To do that,package it in another list of the form @code{(when @var{condition} .@var{spec})}. Then the specification @var{spec} applies only when@var{condition} evaluates to a non-@code{nil} value. During theevaluation, @code{object} is bound to the string or buffer having theconditional @code{display} property. @code{position} and@code{buffer-position} are bound to the position within @code{object}and the buffer position where the @code{display} property was found,respectively. Both positions can be different when @code{object} is astring.@node Display Margins@subsection Displaying in the Margins@cindex display margins@cindex margins, display A buffer can have blank areas called @dfn{display margins} on the leftand on the right. Ordinary text never appears in these areas, but youcan put things into the display margins using the @code{display}property. To put text in the left or right display margin of the window, use adisplay specification of the form @code{(margin right-margin)} or@code{(margin left-margin)} on it. To put an image in a display margin,use that display specification along with the display specification forthe image. Unfortunately, there is currently no way to maketext or images in the margin mouse-sensitive. If you put such a display specification directly on text in thebuffer, the specified margin display appears @emph{instead of} thatbuffer text itself. To put something in the margin @emph{inassociation with} certain buffer text without preventing or alteringthe display of that text, put a @code{before-string} property on thetext and put the display specification on the contents of thebefore-string. Before the display margins can display anything, you must givethem a nonzero width. The usual way to do that is to set thesevariables:@defvar left-margin-width@tindex left-margin-widthThis variable specifies the width of the left margin.It is buffer-local in all buffers.@end defvar@defvar right-margin-width@tindex right-margin-widthThis variable specifies the width of the right margin.It is buffer-local in all buffers.@end defvar Setting these variables does not immediately affect the window. Thesevariables are checked when a new buffer is displayed in the window.Thus, you can make changes take effect by calling@code{set-window-buffer}. You can also set the margin widths immediately.@defun set-window-margins window left &optional right@tindex set-window-marginsThis function specifies the margin widths for window @var{window}.The argument @var{left} controls the left margin and@var{right} controls the right margin (default @code{0}).@end defun@defun window-margins &optional window@tindex window-marginsThis function returns the left and right margins of @var{window}as a cons cell of the form @code{(@var{left} . @var{right})}.If @var{window} is @code{nil}, the selected window is used.@end defun@node Images@section Images@cindex images in buffers To display an image in an Emacs buffer, you must first create an imagedescriptor, then use it as a display specifier in the @code{display}property of text that is displayed (@pxref{Display Property}). Emacs can display a number of different image formats; some of themare supported only if particular support libraries are installed onyour machine. In some environments, Emacs can load imagelibraries on demand; if so, the variable @code{image-library-alist}can be used to modify the set of known names for these dynamiclibraries (though it is not possible to add new image formats). The supported image formats include XBM, XPM (this requires thelibraries @code{libXpm} version 3.4k and @code{libz}), GIF (requiring@code{libungif} 4.1.0), Postscript, PBM, JPEG (requiring the@code{libjpeg} library version v6a), TIFF (requiring @code{libtiff}v3.4), and PNG (requiring @code{libpng} 1.0.2). You specify one of these formats with an image type symbol. The imagetype symbols are @code{xbm}, @code{xpm}, @code{gif}, @code{postscript},@code{pbm}, @code{jpeg}, @code{tiff}, and @code{png}.@defvar image-typesThis variable contains a list of those image type symbols that arepotentially supported in the current configuration.@emph{Potentially} here means that Emacs knows about the image types,not necessarily that they can be loaded (they could depend onunavailable dynamic libraries, for example).To know which image types are really available, use@code{image-type-available-p}.@end defvar@defvar image-library-alistThis in an alist of image types vs external libraries needed todisplay them.Each element is a list @code{(@var{image-type} @var{library}...)},where the car is a supported image format from @code{image-types}, andthe rest are strings giving alternate filenames for the correspondingexternal libraries to load.Emacs tries to load the libraries in the order they appear on thelist; if none is loaded, the running session of Emacs won't supportthe image type. @code{pbm} and @code{xbm} don't need to be listed;they're always supported.This variable is ignored if the image libraries are statically linkedinto Emacs.@end defvar@defun image-type-available-p type@findex image-type-available-pThis function returns non-@code{nil} if image type @var{type} isavailable, i.e., if images of this type can be loaded and displayed inEmacs. @var{type} should be one of the types contained in@code{image-types}.For image types whose support libraries are statically linked, thisfunction always returns @code{t}; for other image types, it returns@code{t} if the dynamic library could be loaded, @code{nil} otherwise.@end defun@menu* Image Descriptors:: How to specify an image for use in @code{:display}.* XBM Images:: Special features for XBM format.* XPM Images:: Special features for XPM format.* GIF Images:: Special features for GIF format.* Postscript Images:: Special features for Postscript format.* Other Image Types:: Various other formats are supported.* Defining Images:: Convenient ways to define an image for later use.* Showing Images:: Convenient ways to display an image once it is defined.* Image Cache:: Internal mechanisms of image display.@end menu@node Image Descriptors@subsection Image Descriptors@cindex image descriptor An image description is a list of the form @code{(image. @var{props})}, where @var{props} is a property list containingalternating keyword symbols (symbols whose names start with a colon) andtheir values. You can use any Lisp object as a property, but the onlyproperties that have any special meaning are certain symbols, all ofthem keywords. Every image descriptor must contain the property @code{:type@var{type}} to specify the format of the image. The value of @var{type}should be an image type symbol; for example, @code{xpm} for an image inXPM format. Here is a list of other properties that are meaningful for all imagetypes:@table @code@item :file @var{file}The @code{:file} property says to load the image from file@var{file}. If @var{file} is not an absolute file name, it is expandedin @code{data-directory}.@item :data @var{data}The @code{:data} property says the actual contents of the image.Each image must use either @code{:data} or @code{:file}, but not both.For most image types, the value of the @code{:data} property should be astring containing the image data; we recommend using a unibyte string.Before using @code{:data}, look for further information in the sectionbelow describing the specific image format. For some image types,@code{:data} may not be supported; for some, it allows other data types;for some, @code{:data} alone is not enough, so you need to use otherimage properties along with @code{:data}.@item :margin @var{margin}The @code{:margin} property specifies how many pixels to add as anextra margin around the image. The value, @var{margin}, must be anon-negative number, or a pair @code{(@var{x} . @var{y})} of suchnumbers. If it is a pair, @var{x} specifies how many pixels to addhorizontally, and @var{y} specifies how many pixels to add vertically.If @code{:margin} is not specified, the default is zero.@item :ascent @var{ascent}The @code{:ascent} property specifies the amount of the image'sheight to use for its ascent---that is, the part above the baseline.The value, @var{ascent}, must be a number in the range 0 to 100, orthe symbol @code{center}.If @var{ascent} is a number, that percentage of the image's height isused for its ascent.If @var{ascent} is @code{center}, the image is vertically centeredaround a centerline which would be the vertical centerline of text drawnat the position of the image, in the manner specified by the textproperties and overlays that apply to the image.If this property is omitted, it defaults to 50.@item :relief @var{relief}The @code{:relief} property, if non-@code{nil}, adds a shadow rectanglearound the image. The value, @var{relief}, specifies the width of theshadow lines, in pixels. If @var{relief} is negative, shadows are drawnso that the image appears as a pressed button; otherwise, it appears asan unpressed button.@item :conversion @var{algorithm}The @code{:conversion} property, if non-@code{nil}, specifies aconversion algorithm that should be applied to the image before it isdisplayed; the value, @var{algorithm}, specifies which algorithm.@table @code@item laplace@itemx embossSpecifies the Laplace edge detection algorithm, which blurs out smalldifferences in color while highlighting larger differences. Peoplesometimes consider this useful for displaying the image for a``disabled'' button.@item (edge-detection :matrix @var{matrix} :color-adjust @var{adjust})Specifies a general edge-detection algorithm. @var{matrix} must beeither a nine-element list or a nine-element vector of numbers. A pixelat position @math{x/y} in the transformed image is computed fromoriginal pixels around that position. @var{matrix} specifies, for eachpixel in the neighborhood of @math{x/y}, a factor with which that pixelwill influence the transformed pixel; element @math{0} specifies thefactor for the pixel at @math{x-1/y-1}, element @math{1} the factor forthe pixel at @math{x/y-1} etc., as shown below:@iftex@tex$$\pmatrix{x-1/y-1 & x/y-1 & x+1/y-1 \cr x-1/y & x/y & x+1/y \cr x-1/y+1& x/y+1 & x+1/y+1 \cr}$$@end tex@end iftex@ifnottex@display (x-1/y-1 x/y-1 x+1/y-1 x-1/y x/y x+1/y x-1/y+1 x/y+1 x+1/y+1)@end display@end ifnottexThe resulting pixel is computed from the color intensity of the colorresulting from summing up the RGB values of surrounding pixels,multiplied by the specified factors, and dividing that sum by the sumof the factors' absolute values.Laplace edge-detection currently uses a matrix of@iftex@tex$$\pmatrix{1 & 0 & 0 \cr 0& 0 & 0 \cr 9 & 9 & -1 \cr}$$@end tex@end iftex@ifnottex@display (1 0 0 0 0 0 9 9 -1)@end display@end ifnottexEmboss edge-detection uses a matrix of@iftex@tex$$\pmatrix{ 2 & -1 & 0 \cr -1 & 0 & 1 \cr 0 & 1 & -2 \cr}$$@end tex@end iftex@ifnottex@display ( 2 -1 0 -1 0 1 0 1 -2)@end display@end ifnottex@item disabledSpecifies transforming the image so that it looks ``disabled''.@end table@item :mask @var{mask}If @var{mask} is @code{heuristic} or @code{(heuristic @var{bg})}, builda clipping mask for the image, so that the background of a frame isvisible behind the image. If @var{bg} is not specified, or if @var{bg}is @code{t}, determine the background color of the image by looking atthe four corners of the image, assuming the most frequently occurringcolor from the corners is the background color of the image. Otherwise,@var{bg} must be a list @code{(@var{red} @var{green} @var{blue})}specifying the color to assume for the background of the image.If @var{mask} is @code{nil}, remove a mask from the image, if it hasone. Images in some formats include a mask which can be removed byspecifying @code{:mask nil}.@item :pointer @var{shape}This specifies the pointer shape when the mouse pointer is over thisimage. @xref{Pointer Shape}, for available pointer shapes.@item :map @var{map}This associates an image map of @dfn{hot spots} with this image.An image map is an alist where each element has the format@code{(@var{area} @var{id} @var{plist})}. An @var{area} is specifiedas either a rectangle, a circle, or a polygon.A rectangle is a cons@code{(rect . ((@var{x0} . @var{y0}) . (@var{x1} . @var{y1})))}which specifies the pixel coordinates of the upper left and bottom rightcorners of the rectangle area.A circle is a cons@code{(circle . ((@var{x0} . @var{y0}) . @var{r}))}which specifies the center and the radius of the circle; @var{r} maybe a float or integer.A polygon is a cons@code{(poly . [@var{x0} @var{y0} @var{x1} @var{y1} ...])}where each pair in the vector describes one corner in the polygon.When the mouse pointer is above a hot-spot area of an image, the@var{plist} of that hot-spot is consulted; if it contains a @code{help-echo}property it defines a tool-tip for the hot-spot, and if it containsa @code{pointer} property, it defines the shape of the mouse cursor whenit is over the hot-spot.@xref{Pointer Shape}, for available pointer shapes.When you click the mouse when the mouse pointer is over a hot-spot, anevent is composed by combining the @var{id} of the hot-spot with themouse event; for instance, @code{[area4 mouse-1]} if the hot-spot's@var{id} is @code{area4}.@end table@defun image-mask-p spec &optional frame@tindex image-mask-pThis function returns @code{t} if image @var{spec} has a mask bitmap.@var{frame} is the frame on which the image will be displayed.@var{frame} @code{nil} or omitted means to use the selected frame(@pxref{Input Focus}).@end defun@node XBM Images@subsection XBM Images@cindex XBM To use XBM format, specify @code{xbm} as the image type. This imageformat doesn't require an external library, so images of this type arealways supported. Additional image properties supported for the @code{xbm} image type are:@table @code@item :foreground @var{foreground}The value, @var{foreground}, should be a string specifying the imageforeground color, or @code{nil} for the default color. This color isused for each pixel in the XBM that is 1. The default is the frame'sforeground color.@item :background @var{background}The value, @var{background}, should be a string specifying the imagebackground color, or @code{nil} for the default color. This color isused for each pixel in the XBM that is 0. The default is the frame'sbackground color.@end table If you specify an XBM image using data within Emacs instead of anexternal file, use the following three properties:@table @code@item :data @var{data}The value, @var{data}, specifies the contents of the image.There are three formats you can use for @var{data}:@itemize @bullet@itemA vector of strings or bool-vectors, each specifying one line of theimage. Do specify @code{:height} and @code{:width}.@itemA string containing the same byte sequence as an XBM file would contain.You must not specify @code{:height} and @code{:width} in this case,because omitting them is what indicates the data has the format of anXBM file. The file contents specify the height and width of the image.@itemA string or a bool-vector containing the bits of the image (plus perhapssome extra bits at the end that will not be used). It should contain atleast @var{width} * @code{height} bits. In this case, you must specify@code{:height} and @code{:width}, both to indicate that the stringcontains just the bits rather than a whole XBM file, and to specify thesize of the image.@end itemize@item :width @var{width}The value, @var{width}, specifies the width of the image, in pixels.@item :height @var{height}The value, @var{height}, specifies the height of the image, in pixels.@end table@node XPM Images@subsection XPM Images@cindex XPM To use XPM format, specify @code{xpm} as the image type. Theadditional image property @code{:color-symbols} is also meaningful withthe @code{xpm} image type:@table @code@item :color-symbols @var{symbols}The value, @var{symbols}, should be an alist whose elements have theform @code{(@var{name} . @var{color})}. In each element, @var{name} isthe name of a color as it appears in the image file, and @var{color}specifies the actual color to use for displaying that name.@end table@node GIF Images@subsection GIF Images@cindex GIF For GIF images, specify image type @code{gif}.@table @code@item :index @var{index}You can use @code{:index} to specify one image from a GIF file thatcontains more than one image. This property specifies use of imagenumber @var{index} from the file. If the GIF file doesn't contain animage with index @var{index}, the image displays as a hollow box.@end table@ignoreThis could be used to implement limited support for animated GIFs.For example, the following function displays a multi-image GIF fileat point-min in the current buffer, switching between sub-imagesevery 0.1 seconds.(defun show-anim (file max) "Display multi-image GIF file FILE which contains MAX subimages." (display-anim (current-buffer) file 0 max t))(defun display-anim (buffer file idx max first-time) (when (= idx max) (setq idx 0)) (let ((img (create-image file nil :image idx))) (save-excursion (set-buffer buffer) (goto-char (point-min)) (unless first-time (delete-char 1)) (insert-image img)) (run-with-timer 0.1 nil 'display-anim buffer file (1+ idx) max nil)))@end ignore@node Postscript Images@subsection Postscript Images@cindex Postscript images To use Postscript for an image, specify image type @code{postscript}.This works only if you have Ghostscript installed. You must always usethese three properties:@table @code@item :pt-width @var{width}The value, @var{width}, specifies the width of the image measured inpoints (1/72 inch). @var{width} must be an integer.@item :pt-height @var{height}The value, @var{height}, specifies the height of the image in points(1/72 inch). @var{height} must be an integer.@item :bounding-box @var{box}The value, @var{box}, must be a list or vector of four integers, whichspecifying the bounding box of the Postscript image, analogous to the@samp{BoundingBox} comment found in Postscript files.@example%%BoundingBox: 22 171 567 738@end example@end table Displaying Postscript images from Lisp data is not currentlyimplemented, but it may be implemented by the time you read this.See the @file{etc/NEWS} file to make sure.@node Other Image Types@subsection Other Image Types@cindex PBM For PBM images, specify image type @code{pbm}. Color, gray-scale andmonochromatic images are supported. For mono PBM images, two additionalimage properties are supported.@table @code@item :foreground @var{foreground}The value, @var{foreground}, should be a string specifying the imageforeground color, or @code{nil} for the default color. This color isused for each pixel in the XBM that is 1. The default is the frame'sforeground color.@item :background @var{background}The value, @var{background}, should be a string specifying the imagebackground color, or @code{nil} for the default color. This color isused for each pixel in the XBM that is 0. The default is the frame'sbackground color.@end table For JPEG images, specify image type @code{jpeg}. For TIFF images, specify image type @code{tiff}. For PNG images, specify image type @code{png}.@node Defining Images@subsection Defining Images The functions @code{create-image}, @code{defimage} and@code{find-image} provide convenient ways to create image descriptors.@defun create-image file-or-data &optional type data-p &rest props@tindex create-imageThis function creates and returns an image descriptor which uses thedata in @var{file-or-data}. @var{file-or-data} can be a file name ora string containing the image data; @var{data-p} should be @code{nil}for the former case, non-@code{nil} for the latter case.The optional argument @var{type} is a symbol specifying the image type.If @var{type} is omitted or @code{nil}, @code{create-image} tries todetermine the image type from the file's first few bytes, or elsefrom the file's name.The remaining arguments, @var{props}, specify additional imageproperties---for example,@example(create-image "foo.xpm" 'xpm nil :heuristic-mask t)@end exampleThe function returns @code{nil} if images of this type are notsupported. Otherwise it returns an image descriptor.@end defun@defmac defimage symbol specs &optional doc@tindex defimageThis macro defines @var{symbol} as an image name. The arguments@var{specs} is a list which specifies how to display the image.The third argument, @var{doc}, is an optional documentation string.Each argument in @var{specs} has the form of a property list, and eachone should specify at least the @code{:type} property and either the@code{:file} or the @code{:data} property. The value of @code{:type}should be a symbol specifying the image type, the value of@code{:file} is the file to load the image from, and the value of@code{:data} is a string containing the actual image data. Here is anexample:@example(defimage test-image ((:type xpm :file "~/test1.xpm") (:type xbm :file "~/test1.xbm")))@end example@code{defimage} tests each argument, one by one, to see if it isusable---that is, if the type is supported and the file exists. Thefirst usable argument is used to make an image descriptor which isstored in @var{symbol}.If none of the alternatives will work, then @var{symbol} is definedas @code{nil}.@end defmac@defun find-image specs@tindex find-imageThis function provides a convenient way to find an image satisfying oneof a list of image specifications @var{specs}.Each specification in @var{specs} is a property list with contentsdepending on image type. All specifications must at least contain theproperties @code{:type @var{type}} and either @w{@code{:file @var{file}}}or @w{@code{:data @var{DATA}}}, where @var{type} is a symbol specifyingthe image type, e.g.@: @code{xbm}, @var{file} is the file to load theimage from, and @var{data} is a string containing the actual image data.The first specification in the list whose @var{type} is supported, and@var{file} exists, is used to construct the image specification to bereturned. If no specification is satisfied, @code{nil} is returned.The image is looked for in @code{image-load-path}.@end defun@defvar image-load-path@tindex image-load-pathThis variable's value is a list of locations in which to search forimage files. If an element is a string or a variable symbol whosevalue is a string, the string is taken to be the name of a directoryto search. If an element is a variable symbol whose value is a list,that is taken to be a list of directory names to search.The default is to search in the @file{images} subdirectory of thedirectory specified by @code{data-directory}, then the directoryspecified by @code{data-directory}, and finally in the directories in@code{load-path}. Subdirectories are not automatically included inthe search, so if you put an image file in a subdirectory, you have tosupply the subdirectory name explicitly. For example, to find theimage @file{images/foo/bar.xpm} within @code{data-directory}, youshould specify the image as follows:@example(defimage foo-image '((:type xpm :file "foo/bar.xpm")))@end example@end defvar@node Showing Images@subsection Showing Images You can use an image descriptor by setting up the @code{display}property yourself, but it is easier to use the functions in thissection.@defun insert-image image &optional string area sliceThis function inserts @var{image} in the current buffer at point. Thevalue @var{image} should be an image descriptor; it could be a valuereturned by @code{create-image}, or the value of a symbol defined with@code{defimage}. The argument @var{string} specifies the text to putin the buffer to hold the image. If it is omitted or @code{nil},@code{insert-image} uses @code{" "} by default.The argument @var{area} specifies whether to put the image in a margin.If it is @code{left-margin}, the image appears in the left margin;@code{right-margin} specifies the right margin. If @var{area} is@code{nil} or omitted, the image is displayed at point within thebuffer's text.The argument @var{slice} specifies a slice of the image to insert. If@var{slice} is @code{nil} or omitted the whole image is inserted.Otherwise, @var{slice} is a list @code{(@var{x} @var{y} @var{width}@var{height})} which specifies the @var{x} and @var{y} positions and@var{width} and @var{height} of the image area to insert. Integervalues are in units of pixels. A floating point number in the range0.0--1.0 stands for that fraction of the width or height of the entireimage.Internally, this function inserts @var{string} in the buffer, and givesit a @code{display} property which specifies @var{image}. @xref{DisplayProperty}.@end defun@defun insert-sliced-image image &optional string area rows colsThis function inserts @var{image} in the current buffer at point, like@code{insert-image}, but splits the image into @var{rows}x@var{cols}equally sized slices.@end defun@defun put-image image pos &optional string areaThis function puts image @var{image} in front of @var{pos} in thecurrent buffer. The argument @var{pos} should be an integer or amarker. It specifies the buffer position where the image should appear.The argument @var{string} specifies the text that should hold the imageas an alternative to the default.The argument @var{image} must be an image descriptor, perhaps returnedby @code{create-image} or stored by @code{defimage}.The argument @var{area} specifies whether to put the image in a margin.If it is @code{left-margin}, the image appears in the left margin;@code{right-margin} specifies the right margin. If @var{area} is@code{nil} or omitted, the image is displayed at point within thebuffer's text.Internally, this function creates an overlay, and gives it a@code{before-string} property containing text that has a @code{display}property whose value is the image. (Whew!)@end defun@defun remove-images start end &optional bufferThis function removes images in @var{buffer} between positions@var{start} and @var{end}. If @var{buffer} is omitted or @code{nil},images are removed from the current buffer.This removes only images that were put into @var{buffer} the way@code{put-image} does it, not images that were inserted with@code{insert-image} or in other ways.@end defun@defun image-size spec &optional pixels frame@tindex image-sizeThis function returns the size of an image as a pair@w{@code{(@var{width} . @var{height})}}. @var{spec} is an imagespecification. @var{pixels} non-@code{nil} means return sizesmeasured in pixels, otherwise return sizes measured in canonicalcharacter units (fractions of the width/height of the frame's defaultfont). @var{frame} is the frame on which the image will be displayed.@var{frame} null or omitted means use the selected frame (@pxref{InputFocus}).@end defun@node Image Cache@subsection Image Cache Emacs stores images in an image cache when it displays them, so it candisplay them again more efficiently. It removes an image from the cachewhen it hasn't been displayed for a specified period of time.When an image is looked up in the cache, its specification is comparedwith cached image specifications using @code{equal}. This means thatall images with equal specifications share the same image in the cache.@defvar image-cache-eviction-delay@tindex image-cache-eviction-delayThis variable specifies the number of seconds an image can remain in thecache without being displayed. When an image is not displayed for thislength of time, Emacs removes it from the image cache.If the value is @code{nil}, Emacs does not remove images from the cacheexcept when you explicitly clear it. This mode can be useful fordebugging.@end defvar@defun clear-image-cache &optional frame@tindex clear-image-cacheThis function clears the image cache. If @var{frame} is non-@code{nil},only the cache for that frame is cleared. Otherwise all frames' cachesare cleared.@end defun@node Buttons@section Buttons@cindex buttons@cindex buttons in buffers@cindex clickable buttons in buffers The @emph{button} package defines functions for inserting andmanipulating clickable (with the mouse, or via keyboard commands)buttons in Emacs buffers, such as might be used for help hyper-links,etc. Emacs uses buttons for the hyper-links in help text and the like. A button is essentially a set of properties attached (via textproperties or overlays) to a region of text in an Emacs buffer. Theseproperties are called @dfn{button properties}. One of the these properties (@code{action}) is a function, which willbe called when the user invokes it using the keyboard or the mouse.The invoked function may then examine the button and use its otherproperties as desired. In some ways the Emacs button package duplicates functionality offeredby the widget package (@pxref{Top, , Introduction, widget, The EmacsWidget Library}), but the button package has the advantage that it ismuch faster, much smaller, and much simpler to use (for elispprogrammers---for users, the result is about the same). The extraspeed and space savings are useful mainly if you need to create manybuttons in a buffer (for instance an @code{*Apropos*} buffer usesbuttons to make entries clickable, and may contain many thousands ofentries).@menu* Button Properties:: Button properties with special meanings.* Button Types:: Defining common properties for classes of buttons.* Making Buttons:: Adding buttons to Emacs buffers.* Manipulating Buttons:: Getting and setting properties of buttons.* Button Buffer Commands:: Buffer-wide commands and bindings for buttons.@end menu@node Button Properties@subsection Button Properties@cindex button properties Buttons have an associated list of properties defining theirappearance and behavior, and other arbitrary properties may be usedfor application specific purposes. Some properties that have specialmeaning to the button package include:@table @code@item action@kindex action @r{(button property)}The function to call when the user invokes the button, which is passedthe single argument @var{button}. By default this is @code{ignore},which does nothing.@item mouse-action@kindex mouse-action @r{(button property)}This is similar to @code{action}, and when present, will be usedinstead of @code{action} for button invocations resulting frommouse-clicks (instead of the user hitting @key{RET}). If notpresent, mouse-clicks use @code{action} instead.@item face@kindex face @r{(button property)}This is an Emacs face controlling how buttons of this type aredisplayed; by default this is the @code{button} face.@item mouse-face@kindex mouse-face @r{(button property)}This is an additional face which controls appearance duringmouse-overs (merged with the usual button face); by default this isthe usual Emacs @code{highlight} face.@item keymap@kindex keymap @r{(button property)}The button's keymap, defining bindings active within the buttonregion. By default this is the usual button region keymap, storedin the variable @code{button-map}, which defines @key{RET} and@key{mouse-2} to invoke the button.@item type@kindex type @r{(button property)}The button-type of the button. When creating a button, this isusually specified using the @code{:type} keyword argument.@xref{Button Types}.@item help-echo@kindex help-index @r{(button property)}A string displayed by the Emacs tool-tip help system; by default,@code{"mouse-2, RET: Push this button"}.@item follow-link@kindex follow-link @r{(button property)}The follow-link property, defining how a @key{Mouse-1} click behaveson this button, @xref{Links and Mouse-1}.@item button@kindex button @r{(button property)}All buttons have a non-@code{nil} @code{button} property, which may be usefulin finding regions of text that comprise buttons (which is what thestandard button functions do).@end table There are other properties defined for the regions of text in abutton, but these are not generally interesting for typical uses.@node Button Types@subsection Button Types@cindex button types Every button has a button @emph{type}, which defines default valuesfor the button's properties. Button types are arranged in ahierarchy, with specialized types inheriting from more general types,so that it's easy to define special-purpose types of buttons forspecific tasks.@defun define-button-type name &rest properties@tindex define-button-typeDefine a `button type' called @var{name}. The remaining argumentsform a sequence of @var{property value} pairs, specifying defaultproperty values for buttons with this type (a button's type may be setby giving it a @code{type} property when creating the button, usingthe @code{:type} keyword argument).In addition, the keyword argument @code{:supertype} may be used tospecify a button-type from which @var{name} inherits its defaultproperty values. Note that this inheritance happens only when@var{name} is defined; subsequent changes to a supertype are notreflected in its subtypes.@end defun Using @code{define-button-type} to define default properties forbuttons is not necessary---buttons without any specified type use thebuilt-in button-type @code{button}---but it is encouraged, sincedoing so usually makes the resulting code clearer and more efficient.@node Making Buttons@subsection Making Buttons@cindex making buttons Buttons are associated with a region of text, using an overlay ortext properties to hold button-specific information, all of which areinitialized from the button's type (which defaults to the built-inbutton type @code{button}). Like all Emacs text, the appearance ofthe button is governed by the @code{face} property; by default (viathe @code{face} property inherited from the @code{button} button-type)this is a simple underline, like a typical web-page link. For convenience, there are two sorts of button-creation functions,those that add button properties to an existing region of a buffer,called @code{make-...button}, and those also insert the button text,called @code{insert-...button}. The button-creation functions all take the @code{&rest} argument@var{properties}, which should be a sequence of @var{property value}pairs, specifying properties to add to the button; see @ref{ButtonProperties}. In addition, the keyword argument @code{:type} may beused to specify a button-type from which to inherit other properties;see @ref{Button Types}. Any properties not explicitly specifiedduring creation will be inherited from the button's type (if the typedefines such a property). The following functions add a button using an overlay(@pxref{Overlays}) to hold the button properties:@defun make-button beg end &rest properties@tindex make-buttonThis makes a button from @var{beg} to @var{end} in thecurrent buffer, and returns it.@end defun@defun insert-button label &rest properties@tindex insert-buttonThis insert a button with the label @var{label} at point,and returns it.@end defun The following functions are similar, but use Emacs text properties(@pxref{Text Properties}) to hold the button properties, making thebutton actually part of the text instead of being a property of thebuffer. Buttons using text properties do not create markers into thebuffer, which is important for speed when you use extremely largenumbers of buttons. Both functions return the position of the startof the new button:@defun make-text-button beg end &rest properties@tindex make-text-buttonThis makes a button from @var{beg} to @var{end} in the current buffer, usingtext properties.@end defun@defun insert-text-button label &rest properties@tindex insert-text-buttonThis inserts a button with the label @var{label} at point, using textproperties.@end defun@node Manipulating Buttons@subsection Manipulating Buttons@cindex manipulating buttonsThese are functions for getting and setting properties of buttons.Often these are used by a button's invocation function to determinewhat to do.Where a @var{button} parameter is specified, it means an objectreferring to a specific button, either an overlay (for overlaybuttons), or a buffer-position or marker (for text property buttons).Such an object is passed as the first argument to a button'sinvocation function when it is invoked.@defun button-start button@tindex button-startReturn the position at which @var{button} starts.@end defun@defun button-end button@tindex button-endReturn the position at which @var{button} ends.@end defun@defun button-get button prop@tindex button-getGet the property of button @var{button} named @var{prop}.@end defun@defun button-put button prop val@tindex button-putSet @var{button}'s @var{prop} property to @var{val}.@end defun@defun button-activate button &optional use-mouse-action@tindex button-activateCall @var{button}'s @code{action} property (i.e., invoke it). If@var{use-mouse-action} is non-@code{nil}, try to invoke the button's@code{mouse-action} property instead of @code{action}; if the buttonhas no @code{mouse-action} property, use @code{action} as normal.@end defun@defun button-label button@tindex button-labelReturn @var{button}'s text label.@end defun@defun button-type button@tindex button-typeReturn @var{button}'s button-type.@end defun@defun button-has-type-p button type@tindex button-has-type-pReturn @code{t} if @var{button} has button-type @var{type}, or one of@var{type}'s subtypes.@end defun@defun button-at pos@tindex button-atReturn the button at position @var{pos} in the current buffer, or @code{nil}.@end defun@defun button-type-put type prop val@tindex button-type-putSet the button-type @var{type}'s @var{prop} property to @var{val}.@end defun@defun button-type-get type prop@tindex button-type-getGet the property of button-type @var{type} named @var{prop}.@end defun@defun button-type-subtype-p type supertype@tindex button-type-subtype-pReturn @code{t} if button-type @var{type} is a subtype of @var{supertype}.@end defun@node Button Buffer Commands@subsection Button Buffer Commands@cindex button buffer commandsThese are commands and functions for locating and operating onbuttons in an Emacs buffer.@code{push-button} is the command that a user uses to actually `push'a button, and is bound by default in the button itself to @key{RET}and to @key{mouse-2} using a region-specific keymap. Commandsthat are useful outside the buttons itself, such as@code{forward-button} and @code{backward-button} are additionallyavailable in the keymap stored in @code{button-buffer-map}; a modewhich uses buttons may want to use @code{button-buffer-map} as aparent keymap for its keymap.If the button has a non-@code{nil} @code{follow-link} property, and@var{mouse-1-click-follows-link} is set, a quick @key{Mouse-1} clickwill also activate the @code{push-button} command.@xref{Links and Mouse-1}.@deffn Command push-button &optional pos use-mouse-action@tindex push-buttonPerform the action specified by a button at location @var{pos}.@var{pos} may be either a buffer position or a mouse-event. If@var{use-mouse-action} is non-@code{nil}, or @var{pos} is amouse-event (@pxref{Mouse Events}), try to invoke the button's@code{mouse-action} property instead of @code{action}; if the buttonhas no @code{mouse-action} property, use @code{action} as normal.@var{pos} defaults to point, except when @code{push-button} is invokedinteractively as the result of a mouse-event, in which case, the mouseevent's position is used. If there's no button at @var{pos}, donothing and return @code{nil}, otherwise return @code{t}.@end deffn@deffn Command forward-button n &optional wrap display-message@tindex forward-buttonMove to the @var{n}th next button, or @var{n}th previous button if@var{n} is negative. If @var{n} is zero, move to the start of anybutton at point. If @var{wrap} is non-@code{nil}, moving past eitherend of the buffer continues from the other end. If@var{display-message} is non-@code{nil}, the button's help-echo stringis displayed. Any button with a non-@code{nil} @code{skip} propertyis skipped over. Returns the button found.@end deffn@deffn Command backward-button n &optional wrap display-message@tindex backward-buttonMove to the @var{n}th previous button, or @var{n}th next button if@var{n} is negative. If @var{n} is zero, move to the start of anybutton at point. If @var{wrap} is non-@code{nil}, moving past eitherend of the buffer continues from the other end. If@var{display-message} is non-@code{nil}, the button's help-echo stringis displayed. Any button with a non-@code{nil} @code{skip} propertyis skipped over. Returns the button found.@end deffn@defun next-button pos &optional count-current@tindex next-buttonReturn the next button after position @var{pos} in the current buffer.If @var{count-current} is non-@code{nil}, count any button at@var{pos} in the search, instead of starting at the next button.@end defun@defun previous-button pos &optional count-current@tindex previous-buttonReturn the @var{n}th button before position @var{pos} in the currentbuffer. If @var{count-current} is non-@code{nil}, count any button at@var{pos} in the search, instead of starting at the next button.@end defun@node Blinking@section Blinking Parentheses@cindex parenthesis matching@cindex blinking@cindex balancing parentheses@cindex close parenthesis This section describes the mechanism by which Emacs shows a matchingopen parenthesis when the user inserts a close parenthesis.@defvar blink-paren-functionThe value of this variable should be a function (of no arguments) tobe called whenever a character with close parenthesis syntax is inserted.The value of @code{blink-paren-function} may be @code{nil}, in whichcase nothing is done.@end defvar@defopt blink-matching-parenIf this variable is @code{nil}, then @code{blink-matching-open} doesnothing.@end defopt@defopt blink-matching-paren-distanceThis variable specifies the maximum distance to scan for a matchingparenthesis before giving up.@end defopt@defopt blink-matching-delayThis variable specifies the number of seconds for the cursor to remainat the matching parenthesis. A fraction of a second often givesgood results, but the default is 1, which works on all systems.@end defopt@deffn Command blink-matching-openThis function is the default value of @code{blink-paren-function}. Itassumes that point follows a character with close parenthesis syntax andmoves the cursor momentarily to the matching opening character. If thatcharacter is not already on the screen, it displays the character'scontext in the echo area. To avoid long delays, this function does notsearch farther than @code{blink-matching-paren-distance} characters.Here is an example of calling this function explicitly.@smallexample@group(defun interactive-blink-matching-open ()@c Do not break this line! -- rms.@c The first line of a doc string@c must stand alone. "Indicate momentarily the start of sexp before point." (interactive)@end group@group (let ((blink-matching-paren-distance (buffer-size)) (blink-matching-paren t)) (blink-matching-open)))@end group@end smallexample@end deffn@node Usual Display@section Usual Display Conventions The usual display conventions define how to display each charactercode. You can override these conventions by setting up a display table(@pxref{Display Tables}). Here are the usual display conventions:@itemize @bullet@itemCharacter codes 32 through 126 map to glyph codes 32 through 126.Normally this means they display as themselves.@itemCharacter code 9 is a horizontal tab. It displays as whitespaceup to a position determined by @code{tab-width}.@itemCharacter code 10 is a newline.@itemAll other codes in the range 0 through 31, and code 127, display in oneof two ways according to the value of @code{ctl-arrow}. If it isnon-@code{nil}, these codes map to sequences of two glyphs, where thefirst glyph is the @acronym{ASCII} code for @samp{^}. (A display table canspecify a glyph to use instead of @samp{^}.) Otherwise, these codes mapjust like the codes in the range 128 to 255.On MS-DOS terminals, Emacs arranges by default for the character code127 to be mapped to the glyph code 127, which normally displays as anempty polygon. This glyph is used to display non-@acronym{ASCII} charactersthat the MS-DOS terminal doesn't support. @xref{MS-DOS and MULE,,,emacs, The GNU Emacs Manual}.@itemCharacter codes 128 through 255 map to sequences of four glyphs, wherethe first glyph is the @acronym{ASCII} code for @samp{\}, and the others aredigit characters representing the character code in octal. (A displaytable can specify a glyph to use instead of @samp{\}.)@itemMultibyte character codes above 256 are displayed as themselves, or as aquestion mark or empty box if the terminal cannot display thatcharacter.@end itemize The usual display conventions apply even when there is a displaytable, for any character whose entry in the active display table is@code{nil}. Thus, when you set up a display table, you need onlyspecify the characters for which you want special behavior. These display rules apply to carriage return (character code 13), whenit appears in the buffer. But that character may not appear in thebuffer where you expect it, if it was eliminated as part of end-of-lineconversion (@pxref{Coding System Basics}). These variables affect the way certain characters are displayed on thescreen. Since they change the number of columns the characters occupy,they also affect the indentation functions. These variables also affecthow the mode line is displayed; if you want to force redisplay of themode line using the new values, call the function@code{force-mode-line-update} (@pxref{Mode Line Format}).@defopt ctl-arrow@cindex control characters in displayThis buffer-local variable controls how control characters aredisplayed. If it is non-@code{nil}, they are displayed as a caretfollowed by the character: @samp{^A}. If it is @code{nil}, they aredisplayed as a backslash followed by three octal digits: @samp{\001}.@end defopt@c Following may have overfull hbox.@defvar default-ctl-arrowThe value of this variable is the default value for @code{ctl-arrow} inbuffers that do not override it. @xref{Default Value}.@end defvar@defopt tab-widthThe value of this buffer-local variable is the spacing between tabstops used for displaying tab characters in Emacs buffers. The valueis in units of columns, and the default is 8. Note that this featureis completely independent of the user-settable tab stops used by thecommand @code{tab-to-tab-stop}. @xref{Indent Tabs}.@end defopt@defopt indicate-empty-lines@tindex indicate-empty-lines@cindex fringes, and empty line indicationWhen this is non-@code{nil}, Emacs displays a special glyph in thefringe of each empty line at the end of the buffer, on terminals thatsupport it (window systems). @xref{Fringes}.This variable is automatically buffer-local in every buffer.@end defopt@defvar indicate-buffer-boundariesThis buffer-local variable controls how the buffer boundaries andwindow scrolling are indicated in the window fringes.Emacs can indicate the buffer boundaries---that is, the first and lastline in the buffer---with angle icons when they appear on the screen.In addition, Emacs can display an up-arrow in the fringe to showthat there is text above the screen, and a down-arrow to showthere is text below the screen.There are four kinds of basic values:@table @asis@item @code{nil}Don't display the icons.@item @code{left}Display them in the left fringe.@item @code{right}Display them in the right fringe.@item @var{anything-else}Display the icon at the top of the window top in the left fringe, and otherin the right fringe.@end tableIf value is a cons @code{(@var{angles} . @var{arrows})}, @var{angles}controls the angle icons, and @var{arrows} controls the arrows. Both@var{angles} and @var{arrows} work according to the table above.Thus, @code{(t . right)} places the top angle icon in the leftfringe, the bottom angle icon in the right fringe, and both arrows inthe right fringe.@end defvar@defvar default-indicate-buffer-boundariesThe value of this variable is the default value for@code{indicate-buffer-boundaries} in buffers that do not override it.@end defvar@node Display Tables@section Display Tables@cindex display tableYou can use the @dfn{display table} feature to control how all possiblecharacter codes display on the screen. This is useful for displayingEuropean languages that have letters not in the @acronym{ASCII} characterset.The display table maps each character code into a sequence of@dfn{glyphs}, each glyph being a graphic that takes up one characterposition on the screen. You can also define how to display each glyphon your terminal, using the @dfn{glyph table}.Display tables affect how the mode line is displayed; if you want toforce redisplay of the mode line using a new display table, call@code{force-mode-line-update} (@pxref{Mode Line Format}).@menu* Display Table Format:: What a display table consists of.* Active Display Table:: How Emacs selects a display table to use.* Glyphs:: How to define a glyph, and what glyphs mean.@end menu@node Display Table Format@subsection Display Table Format A display table is actually a char-table (@pxref{Char-Tables}) with@code{display-table} as its subtype.@defun make-display-tableThis creates and returns a display table. The table initially has@code{nil} in all elements.@end defun The ordinary elements of the display table are indexed by charactercodes; the element at index @var{c} says how to display the charactercode @var{c}. The value should be @code{nil} or a vector of glyphvalues (@pxref{Glyphs}). If an element is @code{nil}, it says todisplay that character according to the usual display conventions(@pxref{Usual Display}). If you use the display table to change the display of newlinecharacters, the whole buffer will be displayed as one long ``line.'' The display table also has six ``extra slots'' which serve specialpurposes. Here is a table of their meanings; @code{nil} in any slotmeans to use the default for that slot, as stated below.@table @asis@item 0The glyph for the end of a truncated screen line (the default for thisis @samp{$}). @xref{Glyphs}. On graphical terminals, Emacs usesarrows in the fringes to indicate truncation, so the display table hasno effect.@item 1The glyph for the end of a continued line (the default is @samp{\}).On graphical terminals, Emacs uses curved arrows in the fringes toindicate continuation, so the display table has no effect.@item 2The glyph for indicating a character displayed as an octal charactercode (the default is @samp{\}).@item 3The glyph for indicating a control character (the default is @samp{^}).@item 4A vector of glyphs for indicating the presence of invisible lines (thedefault is @samp{...}). @xref{Selective Display}.@item 5The glyph used to draw the border between side-by-side windows (thedefault is @samp{|}). @xref{Splitting Windows}. This takes effect onlywhen there are no scroll bars; if scroll bars are supported and in use,a scroll bar separates the two windows.@end table For example, here is how to construct a display table that mimics theeffect of setting @code{ctl-arrow} to a non-@code{nil} value:@example(setq disptab (make-display-table))(let ((i 0)) (while (< i 32) (or (= i ?\t) (= i ?\n) (aset disptab i (vector ?^ (+ i 64)))) (setq i (1+ i))) (aset disptab 127 (vector ?^ ??)))@end example@defun display-table-slot display-table slotThis function returns the value of the extra slot @var{slot} of@var{display-table}. The argument @var{slot} may be a number from 0 to5 inclusive, or a slot name (symbol). Valid symbols are@code{truncation}, @code{wrap}, @code{escape}, @code{control},@code{selective-display}, and @code{vertical-border}.@end defun@defun set-display-table-slot display-table slot valueThis function stores @var{value} in the extra slot @var{slot} of@var{display-table}. The argument @var{slot} may be a number from 0 to5 inclusive, or a slot name (symbol). Valid symbols are@code{truncation}, @code{wrap}, @code{escape}, @code{control},@code{selective-display}, and @code{vertical-border}.@end defun@defun describe-display-table display-table@tindex describe-display-tableThis function displays a description of the display table@var{display-table} in a help buffer.@end defun@deffn Command describe-current-display-table@tindex describe-current-display-tableThis command displays a description of the current display table in ahelp buffer.@end deffn@node Active Display Table@subsection Active Display Table@cindex active display table Each window can specify a display table, and so can each buffer. Whena buffer @var{b} is displayed in window @var{w}, display uses thedisplay table for window @var{w} if it has one; otherwise, the displaytable for buffer @var{b} if it has one; otherwise, the standard displaytable if any. The display table chosen is called the @dfn{active}display table.@defun window-display-table &optional windowThis function returns @var{window}'s display table, or @code{nil}if @var{window} does not have an assigned display table. The defaultfor @var{window} is the selected window.@end defun@defun set-window-display-table window tableThis function sets the display table of @var{window} to @var{table}.The argument @var{table} should be either a display table or@code{nil}.@end defun@defvar buffer-display-tableThis variable is automatically buffer-local in all buffers; its value ina particular buffer specifies the display table for that buffer. If itis @code{nil}, that means the buffer does not have an assigned displaytable.@end defvar@defvar standard-display-tableThis variable's value is the default display table, used whenever awindow has no display table and neither does the buffer displayed inthat window. This variable is @code{nil} by default.@end defvar If there is no display table to use for a particular window---that is,if the window specifies none, its buffer specifies none, and@code{standard-display-table} is @code{nil}---then Emacs uses the usualdisplay conventions for all character codes in that window. @xref{UsualDisplay}.A number of functions for changing the standard display tableare defined in the library @file{disp-table}.@node Glyphs@subsection Glyphs@cindex glyph A @dfn{glyph} is a generalization of a character; it stands for animage that takes up a single character position on the screen. Glyphsare represented in Lisp as integers, just as characters are. NormallyEmacs finds glyphs in the display table (@pxref{Display Tables}). A glyph can be @dfn{simple} or it can be defined by the @dfn{glyphtable}. A simple glyph is just a way of specifying a character and aface to output it in. The glyph code for a simple glyph, mod 524288,is the character to output, and the glyph code divided by 524288specifies the face number (@pxref{Face Functions}) to use whileoutputting it. (524288 is@ifnottex2**19.)@end ifnottex@tex$2^{19}$.)@end tex@xref{Faces}. On character terminals, you can set up a @dfn{glyph table} to definethe meaning of glyph codes. The glyph codes is the value of thevariable @code{glyph-table}.@defvar glyph-tableThe value of this variable is the current glyph table. It should be avector; the @var{g}th element defines glyph code @var{g}.If a glyph code is greater than or equal to the length of the glyphtable, that code is automatically simple. If the value of@code{glyph-table} is @code{nil} instead of a vector, then all glyphsare simple. The glyph table is not used on graphical displays, onlyon character terminals. On graphical displays, all glyphs are simple.@end defvar Here are the possible types of elements in the glyph table:@table @asis@item @var{string}Send the characters in @var{string} to the terminal to outputthis glyph. This alternative is available on character terminals,but not under a window system.@item @var{integer}Define this glyph code as an alias for glyph code @var{integer}. Youcan use an alias to specify a face code for the glyph and use a smallnumber as its code.@item @code{nil}This glyph is simple.@end table@defun create-glyph string@tindex create-glyphThis function returns a newly-allocated glyph code which is set up todisplay by sending @var{string} to the terminal.@end defun@node Beeping@section Beeping@cindex beeping@cindex bell This section describes how to make Emacs ring the bell (or blink thescreen) to attract the user's attention. Be conservative about howoften you do this; frequent bells can become irritating. Also becareful not to use just beeping when signaling an error is moreappropriate. (@xref{Errors}.)@defun ding &optional do-not-terminate@cindex keyboard macro terminationThis function beeps, or flashes the screen (see @code{visible-bell} below).It also terminates any keyboard macro currently executing unless@var{do-not-terminate} is non-@code{nil}.@end defun@defun beep &optional do-not-terminateThis is a synonym for @code{ding}.@end defun@defopt visible-bellThis variable determines whether Emacs should flash the screen torepresent a bell. Non-@code{nil} means yes, @code{nil} means no. Thisis effective on a window system, and on a character-only terminalprovided the terminal's Termcap entry defines the visible bellcapability (@samp{vb}).@end defopt@defvar ring-bell-functionIf this is non-@code{nil}, it specifies how Emacs should ``ring thebell.'' Its value should be a function of no arguments. If this isnon-@code{nil}, it takes precedence over the @code{visible-bell}variable.@end defvar@node Window Systems@section Window Systems Emacs works with several window systems, most notably the X WindowSystem. Both Emacs and X use the term ``window'', but use itdifferently. An Emacs frame is a single window as far as X isconcerned; the individual Emacs windows are not known to X at all.@defvar window-systemThis variable tells Lisp programs what window system Emacs is runningunder. The possible values are@table @code@item x@cindex X Window SystemEmacs is displaying using X.@item pcEmacs is displaying using MS-DOS.@item w32Emacs is displaying using Windows.@item macEmacs is displaying using a Macintosh.@item nilEmacs is using a character-based terminal.@end table@end defvar@defvar window-setup-hookThis variable is a normal hook which Emacs runs after handling theinitialization files. Emacs runs this hook after it has completedloading your init file, the default initialization file (ifany), and the terminal-specific Lisp code, and running the hook@code{term-setup-hook}.This hook is used for internal purposes: setting up communication withthe window system, and creating the initial window. Users should notinterfere with it.@end defvar@ignore arch-tag: ffdf5714-7ecf-415b-9023-fbc6b409c2c6@end ignore