GEOS SDK TechDocs
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1 Input Flow
Nearly all applications will in some way handle user input. User input can come from a keyboard, a mouse, or a stylus. (Other types of input are generally considered data input.) For the most part, GEOS hides the actual mechanics of input from the application; at the same time, it allows extreme flexibility of input handling.
Input to generic UI objects is handled by these objects--unless you have very specific needs and will subclass a generic gadget, you can leave its input handling up to GEOS. The same is true with most specialized system-provided objects such as the GrObj, the VisText, the Spreadsheet, and others. Other objects (such as basic visible objects you subclass yourself) will need more attention depending on the behavior you want them to have.
Read this chapter if your application will handle user input. Before reading this chapter, however, you should be relatively familiar with the GEOS system architecture, Goc syntax, and the GEOS object model and message passing. It is also suggested that you spend some time programming with generic and visible objects and getting used to the rest of the system before handling input events.
1 Input Flow
1.1 Devices and Drivers
1.2 Input Manager and GenSystem
1.3 Input Events
1.4 Input Hierarchies
2 Mouse Input
2.1 Mouse Events
2.2 Gaining the Mouse Grab
2.3 Large Mouse Events
2.4 Setting the Pointer Image
3 Keyboard Input
3.1 Keyboard Input Flow
3.2 Keyboard Events
4 Pen Input and Ink
4.1 Ink Data Structures
4.2 Ink Input Flow
5 Input Hierarchies
5.1 The Three Hierarchies
5.2 Common Hierarchy Basics
5.3 Using Focus
5.4 Using Target
5.5 Using Model
5.6 Extending the Hierarchies
GEOS SDK TechDocs
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1 Input Flow