Source code for GLXCurses.Constants

#!/usr/bin/env python
# -*- coding: utf-8 -*-

# It script it publish under GNU GENERAL PUBLIC LICENSE
# http://www.gnu.org/licenses/gpl-3.0.en.html
# Author: the Galaxie Curses Team, all rights reserved

# Inspired by: http://code.activestate.com/recipes/65207-constants-in-python/?in=user-97991


[docs]class Constants(object):
[docs] class ConstError(TypeError): pass
def __setattr__(self, name, value): if name in self.__dict__: raise self.ConstError("Can't rebind const(%s)" % name) self.__dict__[name] = value def __getattr__(self, name): if name not in self.__dict__: raise self.ConstError("No attribute %s exist" % name) return self.__dict__[name]
############################# # Variables ############################# GLXC = Constants() ############################# # Internal ############################# # Inspired by: https://realpython.com/python-rounding/ GLXC.ROUND_UP = "UP" GLXC.ROUND_DOWN = "DOWN" GLXC.ROUND_HALF_UP = "HALF_UP" GLXC.ROUND_HALF_DOWN = "HALF_DOWN" GLXC.RoundType = [ GLXC.ROUND_UP, GLXC.ROUND_DOWN, GLXC.ROUND_HALF_UP, GLXC.ROUND_HALF_DOWN, ] # enum WindowPosition # Inspired by: https://developer.gnome.org/gtk3/stable/GtkWindow.html#GtkWindowPosition # Window placement can be influenced using this enumeration. # Note that using WIN_POS_CENTER_ALWAYS is almost always a bad idea. # It won’t necessarily work well with all window managers or on all windowing systems. # No influence is made on placement. GLXC.WIN_POS_NONE = "NONE" # Windows should be placed in the center of the stdscr. GLXC.WIN_POS_CENTER = "CENTER" # Windows should be placed at the current mouse position. GLXC.WIN_POS_MOUSE = "MOUSE" # Keep window centered as it changes size, etc. GLXC.WIN_POS_CENTER_ALWAYS = "CENTER_ALWAYS" # Center the window on its transient parent (see Window.set_transient_for()). GLXC.WIN_POS_CENTER_ON_PARENT = "CENTER_ON_PARENT" # Create WindowPosition GLXC.WindowPosition = [ GLXC.WIN_POS_NONE, GLXC.WIN_POS_CENTER, GLXC.WIN_POS_MOUSE, GLXC.WIN_POS_CENTER_ALWAYS, GLXC.WIN_POS_CENTER_ON_PARENT, ] # WindowType # https://developer.gnome.org/gtk3/stable/GtkWindow.html#GtkWindowType # A GtkWindow can be one of these types. Most things you’d consider a “window” should have type GLXC.WINDOW_TOPLEVEL; # windows with this type are managed by the window manager and have a frame by default # (call GLXCurses.Window.set_decorated() to toggle the frame). # Windows with type GLXC.WINDOW_POPUP are ignored by the window manager; window manager keybindings # won’t work on them, the window manager won’t decorate the window with a frame, many GLXCurses features that rely # on the window manager will not work (e.g. resize grips and maximization/minimization). # GTK_WINDOW_POPUP is used to implement widgets such as GLXCurses.Menu or tooltips that you normally don’t think # of as windows per se. Nearly all windows should be GLXC.WINDOW_TOPLEVEL. # In particular, do not use GLXC.WINDOW_POPUP just to turn off the window borders; # use GLXCurses.Window.set_decorated() for that. # A regular window, such as a dialog. GLXC.WINDOW_TOPLEVEL = "TOPLEVEL" # A special window such as a tooltip. GLXC.WINDOW_POPUP = "POPUP" # Create WindowType GLXC.WindowType = [GLXC.WINDOW_TOPLEVEL, GLXC.WINDOW_POPUP] # WindowTypeHint # http://gtk.php.net/manual/en/html/gdk/gdk.enum.windowtypehint.html # # These are hints for the window manager that indicate what type of function the window has. The # window manager can use this when determining decoration and behaviour of the window. The hint must be set before # mapping the window. # Normal toplevel window. GLXC.WINDOW_TYPE_HINT_NORMAL = "NORMAL" # Dialog window. GLXC.WINDOW_TYPE_HINT_DIALOG = "DIALOG" # Window used to implement a menu. GLXC.WINDOW_TYPE_HINT_MENU = "MENU" # Window used to implement toolbars. GLXC.WINDOW_TYPE_HINT_TOOLBAR = "TOOLBAR" # Window used to display a splash screen during application startup. GLXC.WINDOW_TYPE_HINT_SPLASHSCREEN = "SPLASHSCREEN" # Utility windows which are not detached toolbars or dialogs. GLXC.WINDOW_TYPE_HINT_UTILITY = "UTILITY" # Used for creating dock or panel windows. GLXC.WINDOW_TYPE_HINT_DOCK = "DOCK" # Used for creating the desktop background window. GLXC.WINDOW_TYPE_HINT_DESKTOP = "DESKTOP" GLXC.WindowTypeHint = [ GLXC.WINDOW_TYPE_HINT_NORMAL, GLXC.WINDOW_TYPE_HINT_DIALOG, GLXC.WINDOW_TYPE_HINT_MENU, GLXC.WINDOW_TYPE_HINT_TOOLBAR, GLXC.WINDOW_TYPE_HINT_SPLASHSCREEN, GLXC.WINDOW_TYPE_HINT_UTILITY, GLXC.WINDOW_TYPE_HINT_DOCK, GLXC.WINDOW_TYPE_HINT_DESKTOP, ] # DialogType # Make the constructed dialog modal, see window.set_modal() GLXC.DIALOG_MODAL = "MODAL" # Destroy the dialog when its parent is destroyed, see window.set_destroy_with_parent() GLXC.DIALOG_DESTROY_WITH_PARENT = "DESTROY_WITH_PARENT" # Create dialog with actions in header bar instead of action area. GLXC.DIALOG_USE_HEADER_BAR = "USE_HEADER_BAR" # Create DialogFlags # https://developer.gnome.org/gtk3/unstable/GtkDialog.html#GtkDialogFlags GLXC.DialogFlags = [ GLXC.DIALOG_MODAL, GLXC.DIALOG_DESTROY_WITH_PARENT, GLXC.DIALOG_USE_HEADER_BAR, ] # ResponseType # https://developer.gnome.org/gtk3/unstable/GtkDialog.html#GtkResponseType # Predefined values for use as response ids in gtk_dialog_add_button(). # All predefined values are negative; GTK+ leaves values of 0 or greater for application-defined response ids. # # Returned if an action widget has no response id, or if the dialog gets programmatically hidden or destroyed GLXC.RESPONSE_NONE = "NONE" # Generic response id, not used by GTK+ dialogs GLXC.RESPONSE_REJECT = "REJECT" # Generic response id, not used by GTK+ dialogs GLXC.RESPONSE_ACCEPT = "ACCEPT" # Returned if the dialog is deleted GLXC.RESPONSE_DELETE_EVENT = "DELETE_EVENT" # Returned by OK buttons in GTK+ dialogs GLXC.RESPONSE_OK = "OK" # Returned by Cancel buttons in GTK+ dialogs GLXC.RESPONSE_CANCEL = "CANCEL" # Returned by Close buttons in GTK+ dialogs GLXC.RESPONSE_CLOSE = "CLOSE" # Returned by Yes buttons in GTK+ dialogs GLXC.RESPONSE_YES = "YES" # Returned by No buttons in GTK+ dialogs GLXC.RESPONSE_NO = "NO" # Returned by Apply buttons in GTK+ dialogs GLXC.RESPONSE_APPLY = "APPLY" # Returned by Help buttons in GTK+ dialogs GLXC.RESPONSE_HELP = "HELP" # Create GLXC.ResponseType GLXC.ResponseType = [ GLXC.RESPONSE_NONE, GLXC.RESPONSE_REJECT, GLXC.RESPONSE_ACCEPT, GLXC.RESPONSE_DELETE_EVENT, GLXC.RESPONSE_OK, GLXC.RESPONSE_CANCEL, GLXC.RESPONSE_CLOSE, GLXC.RESPONSE_YES, GLXC.RESPONSE_NO, GLXC.RESPONSE_APPLY, GLXC.RESPONSE_HELP, ] # Gravity # GRAVITY_NORTH_WEST The reference point is at the top left corner. GLXC.GRAVITY_NORTH_WEST = "NORTH_WEST" # GRAVITY_NORTH The reference point is in the middle of the top edge. GLXC.GRAVITY_NORTH = "NORTH" # GRAVITY_NORTH_EAST The reference point is at the top right corner. GLXC.GRAVITY_NORTH_EAST = "NORTH_EAST" # GRAVITY_WEST The reference point is at the middle of the left edge. GLXC.GRAVITY_WEST = "WEST" # GRAVITY_CENTER The reference point is at the center of the window. GLXC.GRAVITY_CENTER = "CENTER" # GRAVITY_EAST The reference point is at the middle of the right edge. GLXC.GRAVITY_EAST = "EAST" # GRAVITY_SOUTH_WEST The reference point is at the lower left corner. GLXC.GRAVITY_SOUTH_WEST = "SOUTH_WEST" # GRAVITY_SOUTH The reference point is at the middle of the lower edge. GLXC.GRAVITY_SOUTH = "SOUTH" # GRAVITY_SOUTH_EAST The reference point is at the lower right corner. GLXC.GRAVITY_SOUTH_EAST = "SOUTH_EAST" # GRAVITY_STATIC The reference point is at the top left corner of the window itself, GLXC.GRAVITY_STATIC = "STATIC" GLXC.Gravity = [ GLXC.GRAVITY_NORTH_WEST, GLXC.GRAVITY_NORTH, GLXC.GRAVITY_NORTH_EAST, GLXC.GRAVITY_WEST, GLXC.GRAVITY_CENTER, GLXC.GRAVITY_EAST, GLXC.GRAVITY_SOUTH_WEST, GLXC.GRAVITY_SOUTH, GLXC.GRAVITY_SOUTH_EAST, GLXC.GRAVITY_STATIC, ] # Inspired by: https://developer.gnome.org/gtk3/stable/gtk3-Standard-Enumerations.html #################### # BaselinePosition # #################### # Whenever a container has some form of natural row it may align children in that row along a common # typographical baseline. If the amount of vertical space in the row is taller than the total requested # height of the baseline-aligned children then it can use a GLXC.BaselinePosition to select where # to put the baseline inside the extra available space. # Align the baseline at the top GLXC.BASELINE_POSITION_TOP = "TOP" # Center the baseline GLXC.BASELINE_POSITION_CENTER = "CENTER" # Align the baseline at the bottom GLXC.BASELINE_POSITION_BOTTOM = "BOTTOM" # Final List GLXC.BaselinePosition = [ GLXC.BASELINE_POSITION_TOP, GLXC.BASELINE_POSITION_CENTER, GLXC.BASELINE_POSITION_BOTTOM, ] ######### # Align # ######### # Controls how a widget deals with extra space in a single (x or y) dimension. # Alignment only matters if the widget receives a “too large” allocation, for example if you packed the widget with # the “expand” flag inside a GLXCurses.Box, then the widget might get extra space. # # Note that in horizontal context GLXC.ALIGN_START and GLXC.ALIGN_END are interpreted relative to text direction. # # GLXC.ALIGN_BASELINE support for it is optional for containers and widgets, # and it is only supported for vertical alignment. # When its not supported by a child or a container it is treated as GLXC.ALIGN_FILL . # Stretch to fill all space if possible, center if no meaningful way to stretch GLXC.ALIGN_FILL = "FILL" # snap to left or top side, leaving space on right or bottom GLXC.ALIGN_START = "START" # snap to right or bottom side, leaving space on left or top GLXC.ALIGN_END = "END" # center natural width of widget inside the allocation GLXC.ALIGN_CENTER = "CENTER" # align the widget according to the baseline. GLXC.ALIGN_BASELINE = "BASELINE" GLXC.Align = [ GLXC.ALIGN_FILL, GLXC.ALIGN_START, GLXC.ALIGN_END, GLXC.ALIGN_CENTER, GLXC.ALIGN_BASELINE, ] ############## # DeleteType # ############## # Delete characters. GLXC.DELETE_CHARS = "CHARS" # Delete only the portion of the word to the left/right of cursor if we’re in the middle of a word. GLXC.DELETE_WORD_ENDS = "WORD_ENDS" # Delete words. GLXC.DELETE_WORDS = "WORDS" # Delete display-lines. Display-lines refers to the visible lines, with respect to to the current line breaks. # As opposed to paragraphs, which are defined by line breaks in the input. GLXC.DELETE_DISPLAY_LINES = "DISPLAY_LINES" # Delete only the portion of the display-line to the left/right of cursor. GLXC.DELETE_DISPLAY_LINE_ENDS = "DISPLAY_LINE_ENDS" # Delete to the end of the paragraph. Like C-k in Emacs (or its reverse). GLXC.DELETE_PARAGRAPH_ENDS = "PARAGRAPH_ENDS" # Delete entire line. Like C-k in pico. GLXC.DELETE_PARAGRAPHS = "PARAGRAPHS" # Delete only whitespace. Like M-\ in Emacs. GLXC.DELETE_WHITESPACE = "WHITESPACE" # Final List GLXC.DeleteType = [ GLXC.DELETE_CHARS, GLXC.DELETE_WORD_ENDS, GLXC.DELETE_WORDS, GLXC.DELETE_DISPLAY_LINES, GLXC.DELETE_DISPLAY_LINE_ENDS, GLXC.DELETE_PARAGRAPH_ENDS, GLXC.DELETE_PARAGRAPHS, GLXC.DELETE_WHITESPACE, ] ################# # DirectionType # ################# # Focus movement types. # Move forward. GLXC.DIR_TAB_FORWARD = "TAB_FORWARD" # Move backward. GLXC.DIR_TAB_BACKWARD = "TAB_BACKWARD" # Move up. GLXC.DIR_UP = "UP" # Move down. GLXC.DIR_DOWN = "DOWN" # Move left. GLXC.DIR_LEFT = "LEFT" # Move right. GLXC.DIR_RIGHT = "RIGHT" # Final List GLXC.DirectionType = [ GLXC.DIR_TAB_FORWARD, GLXC.DIR_TAB_BACKWARD, GLXC.DIR_UP, GLXC.DIR_DOWN, GLXC.DIR_LEFT, GLXC.DIR_RIGHT, ] ################# # Justification # ################# # The text is placed at the left edge of the label. GLXC.JUSTIFY_LEFT = "LEFT" # The text is placed at the right edge of the label. GLXC.JUSTIFY_RIGHT = "RIGHT" # The text is placed in the center of the label. GLXC.JUSTIFY_CENTER = "CENTER" # The text is placed is distributed across the label. GLXC.JUSTIFY_FILL = "FILL" # Set the final list GLXC.Justification = [ GLXC.JUSTIFY_LEFT, GLXC.JUSTIFY_CENTER, GLXC.JUSTIFY_RIGHT, GLXC.JUSTIFY_FILL, ] ################# # MovementStep # ################# # Move forward or back by graphemes GLXC.MOVEMENT_LOGICAL_POSITIONS = "LOGICAL_POSITIONS" # Move left or right by graphemes GLXC.MOVEMENT_VISUAL_POSITIONS = "VISUAL_POSITIONS" # Move forward or back by words GLXC.MOVEMENT_WORDS = "WORDS" # Move up or down lines (wrapped lines) GLXC.MOVEMENT_DISPLAY_LINES = "DISPLAY_LINES" # Move to either end of a line GLXC.MOVEMENT_DISPLAY_LINE_ENDS = "DISPLAY_LINE_ENDS" # Move up or down paragraphs (newline-ended lines) GLXC.MOVEMENT_PARAGRAPHS = "PARAGRAPHS" # Move to either end of a paragraph GLXC.MOVEMENT_PARAGRAPH_ENDS = "PARAGRAPH_ENDS" # Move by pages GLXC.MOVEMENT_PAGES = "PAGES" # Move to ends of the buffer GLXC.MOVEMENT_BUFFER_ENDS = "BUFFER_ENDS" # Move horizontally by pages GLXC.MOVEMENT_HORIZONTAL_PAGES = "HORIZONTAL_PAGES" # Set Final list GLXC.MovementStep = [ GLXC.MOVEMENT_LOGICAL_POSITIONS, GLXC.MOVEMENT_VISUAL_POSITIONS, GLXC.MOVEMENT_WORDS, GLXC.MOVEMENT_DISPLAY_LINES, GLXC.MOVEMENT_DISPLAY_LINE_ENDS, GLXC.MOVEMENT_PARAGRAPHS, GLXC.MOVEMENT_PARAGRAPH_ENDS, GLXC.MOVEMENT_PAGES, GLXC.MOVEMENT_BUFFER_ENDS, GLXC.MOVEMENT_HORIZONTAL_PAGES, ] ################### # Orientation # ################### # https://developer.gnome.org/gtk3/stable/gtk3-Standard-Enumerations.html#GtkOrientation # Represents the orientation of widgets and other objects which can be switched between # horizontal and vertical orientation on the fly, like ToolBar # The element is in horizontal orientation. GLXC.ORIENTATION_HORIZONTAL = "HORIZONTAL" # The element is in vertical orientation. GLXC.ORIENTATION_VERTICAL = "VERTICAL" # Set the Final list GLXC.Orientation = [GLXC.ORIENTATION_HORIZONTAL, GLXC.ORIENTATION_VERTICAL] ################ # PackType # ################ # Represents the packing location Box children. (See: VBox, HBox, and ButtonBox). # The child is packed into the start of the box GLXC.PACK_START = "START" # The child is packed into the end of the box GLXC.PACK_END = "END" # Set the final list GLXC.PackType = [GLXC.PACK_START, GLXC.PACK_END] ################# # PositionType # ################# # Describes which edge of a widget a certain feature is positioned # The feature is at the left edge. GLXC.POS_LEFT = "LEFT" # The feature is at the right edge. GLXC.POS_RIGHT = "RIGHT" # The feature is at the center. GLXC.POS_CENTER = "CENTER" # The feature is at the top edge. GLXC.POS_TOP = "TOP" # The feature is at the bottom edge. GLXC.POS_BOTTOM = "BOTTOM" # Set the final list GLXC.PositionType = [ GLXC.POS_LEFT, GLXC.POS_RIGHT, GLXC.POS_CENTER, GLXC.POS_TOP, GLXC.POS_BOTTOM, ] ###################### # Relief ReliefStyle # ###################### # Indicated the relief to be drawn around a Button. # Draw a normal relief. # https://developer.gnome.org/gtk3/stable/gtk3-Standard-Enumerations.html#GtkReliefStyle GLXC.RELIEF_NORMAL = "NORMAL" # A half relief. GLXC.RELIEF_HALF = "HALF" # No relief. GLXC.RELIEF_NONE = "NONE" # Set the final list GLXC.ReliefStyle = [GLXC.RELIEF_NORMAL, GLXC.RELIEF_HALF, GLXC.RELIEF_NONE] ############## # ScrollStep # ############## # Scroll in steps. GLXC.SCROLL_STEPS = "STEPS" # Scroll by pages. GLXC.SCROLL_PAGES = "PAGES" # Scroll to ends. GLXC.SCROLL_ENDS = "ENDS" # Scroll in horizontal steps. GLXC.SCROLL_HORIZONTAL_STEPS = "HORIZONTAL_STEPS" # Scroll by horizontal pages. GLXC.SCROLL_HORIZONTAL_PAGES = "HORIZONTAL_PAGES" # Scroll to the horizontal ends. GLXC.SCROLL_HORIZONTAL_ENDS = "HORIZONTAL_ENDS" # Set the Final List GLXC.ScrollStep = [ GLXC.SCROLL_STEPS, GLXC.SCROLL_PAGES, GLXC.SCROLL_ENDS, GLXC.SCROLL_HORIZONTAL_STEPS, GLXC.SCROLL_HORIZONTAL_PAGES, GLXC.SCROLL_HORIZONTAL_ENDS, ] ############## # ScrollType # ############## # Scrolling types. # No scrolling. GLXC.SCROLL_NONE = "NONE" # Jump to new location. GLXC.SCROLL_JUMP = "JUMP" # Step backward. GLXC.SCROLL_STEP_BACKWARD = "STEP_BACKWARD" # Step forward. GLXC.SCROLL_STEP_FORWARD = "STEP_FORWARD" # Page backward. GLXC.SCROLL_PAGE_BACKWARD = "PAGE_BACKWARD" # Page forward. GLXC.SCROLL_PAGE_FORWARD = "PAGE_FORWARD" # Step up. GLXC.SCROLL_STEP_UP = "STEP_UP" # Step down. GLXC.SCROLL_STEP_DOWN = "STEP_DOWN" # Page up. GLXC.SCROLL_PAGE_UP = "PAGE_UP" # Page down. GLXC.SCROLL_PAGE_DOWN = "PAGE_DOWN" # Step to the left. GLXC.SCROLL_STEP_LEFT = "STEP_LEFT" # Step to the right. GLXC.SCROLL_STEP_RIGHT = "STEP_RIGHT" # Page to the left. GLXC.SCROLL_PAGE_LEFT = "PAGE_LEFT" # Page to the right. GLXC.SCROLL_PAGE_RIGHT = "PAGE_RIGHT" # Scroll to start. GLXC.SCROLL_START = "START" # Scroll to end. GLXC.SCROLL_END = "END" # Set the final list GLXC.ScrollType = [ GLXC.SCROLL_NONE, GLXC.SCROLL_JUMP, GLXC.SCROLL_STEP_BACKWARD, GLXC.SCROLL_STEP_FORWARD, GLXC.SCROLL_PAGE_BACKWARD, GLXC.SCROLL_PAGE_FORWARD, GLXC.SCROLL_STEP_UP, GLXC.SCROLL_STEP_DOWN, GLXC.SCROLL_PAGE_UP, GLXC.SCROLL_PAGE_DOWN, GLXC.SCROLL_STEP_LEFT, GLXC.SCROLL_STEP_RIGHT, GLXC.SCROLL_PAGE_LEFT, GLXC.SCROLL_PAGE_RIGHT, GLXC.SCROLL_START, GLXC.SCROLL_END, ] ################# # SelectionMode # ################# # Used to control what selections users are allowed to make. # No selection is possible. GLXC.SELECTION_NONE = "NONE" # Zero or one element may be selected. GLXC.SELECTION_SINGLE = "SINGLE" # Exactly one element is selected. In some circumstances, # such as initially or during a search operation, it’s possible for # no element to be selected with GLXC.SELECTION_BROWSE. # What is really enforced is that the user can’t deselect a # currently selected element except by selecting another element. GLXC.SELECTION_BROWSE = "BROWSE" # Any number of elements may be selected. The Ctrl key may # be used to enlarge the selection, and Shift key to select # between the focus and the child pointed to. Some widgets # may also allow Click-drag to select a range of elements. GLXC.SELECTION_MULTIPLE = "MULTIPLE" # Set the final list GLXC.SelectionMode = [ GLXC.SELECTION_NONE, GLXC.SELECTION_SINGLE, GLXC.SELECTION_BROWSE, GLXC.SELECTION_MULTIPLE, ] ############## # ShadowType # ############## # The Shadow Type constants specify the appearance of an outline typically provided by a Frame. # No outline GLXC.SHADOW_NONE = "NONE" # The outline is beveled inward. GLXC.SHADOW_IN = "IN" # The outline is beveled outward like a button. GLXC.SHADOW_OUT = "OUT" # The outline itself is an inward bevel, but the frame bevels outward GLXC.SHADOW_ETCHED_IN = "ETCHED_IN" # The outline itself is an outward bevel, but the frame bevels inward GLXC.SHADOW_ETCHED_OUT = "ETCHED_OUT" # Set the final list GLXC.ShadowType = [ GLXC.SHADOW_NONE, GLXC.SHADOW_IN, GLXC.SHADOW_OUT, GLXC.SHADOW_ETCHED_IN, GLXC.SHADOW_ETCHED_OUT, ] ############## # StateFlags # ############## # State during normal operation. GLXC.STATE_FLAG_NORMAL = "NORMAL" # Widget is active. GLXC.STATE_FLAG_ACTIVE = "ACTIVE" # Widget has a mouse pointer over it. GLXC.STATE_FLAG_PRELIGHT = "PRELIGHT" # Widget is selected. GLXC.STATE_FLAG_SELECTED = "SELECTED" # Widget is insensitive. GLXC.STATE_FLAG_INSENSITIVE = "INSENSITIVE" # Widget is inconsistent. GLXC.STATE_FLAG_INCONSISTENT = "INCONSISTENT" # Widget has the keyboard focus. GLXC.STATE_FLAG_FOCUSED = "FOCUSED" # Widget is in a background top level window. GLXC.STATE_FLAG_BACKDROP = "BACKDROP" # Widget is in left-to-right text direction. GLXC.STATE_FLAG_DIR_LTR = "DIR_LTR" # Widget is in right-to-left text direction. GLXC.STATE_FLAG_DIR_RTL = "DIR_RTL" # Widget is a link. GLXC.STATE_FLAG_LINK = "LINK" # The location the widget points to has already been visited. GLXC.STATE_FLAG_VISITED = "VISITED" # Widget is checked. GLXC.STATE_FLAG_CHECKED = "CHECKED" # Widget is highlighted as a drop target for DND. GLXC.STATE_FLAG_DROP_ACTIVE = "DROP_ACTIVE" # Set the final list GLXC.StateFlags = [ GLXC.STATE_FLAG_NORMAL, GLXC.STATE_FLAG_ACTIVE, GLXC.STATE_FLAG_PRELIGHT, GLXC.STATE_FLAG_SELECTED, GLXC.STATE_FLAG_INSENSITIVE, GLXC.STATE_FLAG_INCONSISTENT, GLXC.STATE_FLAG_FOCUSED, GLXC.STATE_FLAG_BACKDROP, GLXC.STATE_FLAG_DIR_LTR, GLXC.STATE_FLAG_DIR_RTL, GLXC.STATE_FLAG_LINK, GLXC.STATE_FLAG_VISITED, GLXC.STATE_FLAG_CHECKED, GLXC.STATE_FLAG_DROP_ACTIVE, ] ################ # ToolbarStyle # ################ # Used to customize the appearance of a Toolbar. Note that setting the toolbar style overrides the user’s preferences # for the default toolbar style. Note that if the button has only a label set and GLXC.TOOLBAR_ICONS is used, the label # will be visible, and vice versa. # Buttons display only icons in the toolbar. GLXC.TOOLBAR_ICONS = "ICONS" # Buttons display only text labels in the toolbar. GLXC.TOOLBAR_TEXT = "TEXT" # Buttons display text and icons in the toolbar. GLXC.TOOLBAR_BOTH = "BOTH" # Buttons display icons and text alongside each other, rather than vertically stacked GLXC.TOOLBAR_BOTH_HORIZ = "BOTH_HORIZ" # Set the Final list GLXC.ToolbarStyle = [ GLXC.TOOLBAR_ICONS, GLXC.TOOLBAR_TEXT, GLXC.TOOLBAR_BOTH, GLXC.TOOLBAR_BOTH_HORIZ, ] ############ # SortType # ############ # Determines the direction of a sort. # Sorting is in ascending order. GLXC.SORT_ASCENDING = "ASCENDING" # Sorting is in descending order. GLXC.SORT_DESCENDING = "DESCENDING" # Set the final list GLXC.SortType = [GLXC.SORT_ASCENDING, GLXC.SORT_DESCENDING] ########################### # ResizeMode Constants # ########################### # Pass resize request to the parent. GLXC.RESIZE_PARENT = "PARENT" # Queue resize on this widget. GLXC.RESIZE_QUEUE = "QUEUE" # Resize immediately. GLXC.RESIZE_IMMEDIATE = "IMMEDIATE" # Set the final list GLXC.ResizeMode = [GLXC.RESIZE_PARENT, GLXC.RESIZE_QUEUE, GLXC.RESIZE_IMMEDIATE] ##################################### # ProgressBar Orientation Constants # ##################################### # The ProgressBar Orientation constants specify the orientation and growth direction for a visible progress bar. # A horizontal progress bar growing from left to right. GLXC.PROGRESS_LEFT_TO_RIGHT = "PROGRESS_LEFT_TO_RIGHT" # A horizontal progress bar growing from right to left. GLXC.PROGRESS_RIGHT_TO_LEFT = "PROGRESS_RIGHT_TO_LEFT" # A vertical progress bar growing from bottom to top. GLXC.PROGRESS_BOTTOM_TO_TOP = "PROGRESS_BOTTOM_TO_TOP" # A vertical progress bar growing from top to bottom. GLXC.PROGRESS_TOP_TO_BOTTOM = "PROGRESS_TOP_TO_BOTTOM" ############################ # SizeGroup Mode Constants # ############################ # The SizeGroup Mode constants specify the directions in which the size group affects # the requested sizes of its component widgets. # The group has no affect GLXC.SIZE_GROUP_NONE = "SIZE_GROUP_NONE" # The group affects horizontal requisition GLXC.SIZE_GROUP_HORIZONTAL = "SIZE_GROUP_HORIZONTAL" # The group affects vertical requisition GLXC.SIZE_GROUP_VERTICAL = "SIZE_GROUP_VERTICAL" # The group affects both horizontal and vertical requisition GLXC.SIZE_GROUP_BOTH = "SIZE_GROUP_BOTH" ############# # Wrap Mode # ############# # wrap lines at word boundaries. GLXC.WRAP_WORD = "WORD" # wrap lines at character boundaries. GLXC.WRAP_CHAR = "CHAR" # wrap lines at word boundaries, but fall back to character boundaries if there is not enough space for a full word. GLXC.WRAP_WORD_CHAR = "WORD_CHAR" # NONE GLXC.WRAP_NONE = "NONE" GLXC.WrapMode = [GLXC.WRAP_WORD, GLXC.WRAP_CHAR, GLXC.WRAP_WORD_CHAR, GLXC.WRAP_NONE] ################# # TextDirection # ################# # No direction. GLXC.TEXT_DIR_NONE = "NONE" # Left to right text direction. GLXC.TEXT_DIR_LTR = "LTR" # Right to left text direction. GLXC.TEXT_DIR_RTL = "RTL" GLXC.TextDirection = [GLXC.TEXT_DIR_NONE, GLXC.TEXT_DIR_LTR, GLXC.TEXT_DIR_RTL] ################ # InputPurpose # ################ # Describes primary purpose of the input widget. # This information is useful for on-stdscr keyboards and similar input methods # to decide which keys should be presented to the user. # Allow any character GLXC.INPUT_PURPOSE_FREE_FORM = "FREE_FORM" # Allow only alphabetic characters GLXC.INPUT_PURPOSE_ALPHA = "ALPHA" # Allow only digits GLXC.INPUT_PURPOSE_DIGITS = "DIGITS" # Edited field expects numbers GLXC.INPUT_PURPOSE_NUMBER = "NUMBER" # Edited field expects phone number GLXC.INPUT_PURPOSE_PHONE = "PHONE" # Edited field expects URL GLXC.INPUT_PURPOSE_URL = "URL" # Edited field expects email address GLXC.INPUT_PURPOSE_EMAIL = "EMAIL" # Edited field expects the name of a person GLXC.INPUT_PURPOSE_NAME = "NAME" # Like INPUT_PURPOSE_FREE_FORM , but characters are hidden GLXC.INPUT_PURPOSE_PASSWORD = "PASSWORD" # Like INPUT_PURPOSE_DIGITS , but characters are hidden GLXC.INPUT_PURPOSE_PIN = "PIN" GLXC.InputPurpose = [ GLXC.INPUT_PURPOSE_FREE_FORM, GLXC.INPUT_PURPOSE_ALPHA, GLXC.INPUT_PURPOSE_DIGITS, GLXC.INPUT_PURPOSE_NUMBER, GLXC.INPUT_PURPOSE_PHONE, GLXC.INPUT_PURPOSE_URL, GLXC.INPUT_PURPOSE_EMAIL, GLXC.INPUT_PURPOSE_NAME, GLXC.INPUT_PURPOSE_PASSWORD, GLXC.INPUT_PURPOSE_PIN, ] ############## # InputHints # ############## # Describes hints that might be taken into account by input methods or applications. # Note that input methods may already tailor their behaviour according to the InputPurpose of the entry. # Some common sense is expected when using these flags - # mixing GLXC.INPUT_HINTS_LOWERCASE with any of the uppercase hints makes no sense. # This enumeration may be extended in the future; input methods should ignore unknown values. # EMOJI - Suggest offering Emoji support. GLXC.INPUT_HINTS_EMOJI = "EMOJI" # INHIBIT_OSK - Suggest to not show an onscreen keyboard (e. GLXC.INPUT_HINTS_INHIBIT_OSK = "INHIBIT_OSK" # LOWERCASE - Suggest to convert all text to lowercase GLXC.INPUT_HINTS_LOWERCASE = "LOWERCASE" # NONE - No special behaviour suggested GLXC.INPUT_HINTS_NONE = "NONE" # NO_EMOJI - Suggest not offering Emoji support. GLXC.INPUT_HINTS_NO_EMOJI = "NO_EMOJI" # NO_SPELLCHECK - Suggest not checking for typos GLXC.INPUT_HINTS_NO_SPELLCHECK = "NO_SPELLCHECK" # SPELLCHECK - Suggest checking for typos GLXC.INPUT_HINTS_SPELLCHECK = "SPELLCHECK" # UPPERCASE_CHARS - Suggest to capitalize all text GLXC.INPUT_HINTS_UPPERCASE_CHARS = "UPPERCASE_CHARS" # UPPERCASE_SENTENCES - Suggest to capitalize the first word of each sentence GLXC.INPUT_HINTS_UPPERCASE_SENTENCES = "UPPERCASE_SENTENCES" # UPPERCASE_WORDS - Suggest to capitalize the first character of each word GLXC.INPUT_HINTS_UPPERCASE_WORDS = "UPPERCASE_WORDS" # VERTICAL_WRITING - The text is vertical. GLXC.INPUT_HINTS_VERTICAL_WRITING = "VERTICAL_WRITING" # WORD_COMPLETION - Suggest word completion GLXC.INPUT_HINTS_WORD_COMPLETION = "WORD_COMPLETION" GLXC.InputHints = [ GLXC.INPUT_HINTS_EMOJI, GLXC.INPUT_HINTS_INHIBIT_OSK, GLXC.INPUT_HINTS_LOWERCASE, GLXC.INPUT_HINTS_NONE, GLXC.INPUT_HINTS_NO_EMOJI, GLXC.INPUT_HINTS_NO_SPELLCHECK, GLXC.INPUT_HINTS_SPELLCHECK, GLXC.INPUT_HINTS_UPPERCASE_CHARS, GLXC.INPUT_HINTS_UPPERCASE_SENTENCES, GLXC.INPUT_HINTS_UPPERCASE_WORDS, GLXC.INPUT_HINTS_VERTICAL_WRITING, GLXC.INPUT_HINTS_WORD_COMPLETION, ] ################ # Border Style # ################ # **GLXC.BorderStyle** # # Describes how the border of a UI element should be rendered. # # **Members:** # GLXC.BORDER_STYLE_NONE No visible border # GLXC.BORDER_STYLE_SOLID A single line segment # GLXC.BORDER_STYLE_INSET Looks as if the content is sunken into the canvas # GLXC.BORDER_STYLE_OUTSET Looks as if the content is coming out of the canvas # GLXC.BORDER_STYLE_HIDDEN Same as glxc.BORDER_STYLE_NONE # GLXC.BORDER_STYLE_DOTTED A series of round dots # GLXC.BORDER_STYLE_DASHED A series of square-ended dashes # GLXC.BORDER_STYLE_DOUBLE Two parallel lines with some space between them # GLXC.BORDER_STYLE_GROOVE Looks as if it were carved in the canvas # GLXC.BORDER_STYLE_RIDGE Looks as if it were coming out of the canvas # No visible border GLXC.BORDER_STYLE_NONE = "BORDER_STYLE_NONE" # A single line segment GLXC.BORDER_STYLE_SOLID = "BORDER_STYLE_SOLID" # Looks as if the content is sunken into the canvas GLXC.BORDER_STYLE_INSET = "BORDER_STYLE_INSET" # Looks as if the content is coming out of the canvas GLXC.BORDER_STYLE_OUTSET = "BORDER_STYLE_OUTSET" # Same as BORDER_STYLE_NONE GLXC.BORDER_STYLE_HIDDEN = "BORDER_STYLE_HIDDEN" # A series of round dots GLXC.BORDER_STYLE_DOTTED = "BORDER_STYLE_DOTTED" # A series of square-ended dashes GLXC.BORDER_STYLE_DASHED = "BORDER_STYLE_DASHED" # Two parallel lines with some space between them GLXC.BORDER_STYLE_DOUBLE = "BORDER_STYLE_DOUBLE" # Looks as if it were carved in the canvas GLXC.BORDER_STYLE_GROOVE = "BORDER_STYLE_GROOVE" # Looks as if it were coming out of the canvas GLXC.BORDER_STYLE_RIDGE = "BORDER_STYLE_RIDGE" GLXC.BorderStyle = [ "BORDER_STYLE_NONE", "BORDER_STYLE_SOLID", "BORDER_STYLE_INSET", "BORDER_STYLE_OUTSET", "BORDER_STYLE_HIDDEN", "BORDER_STYLE_DOTTED", "BORDER_STYLE_DASHED", "BORDER_STYLE_DOUBLE", "BORDER_STYLE_GROOVE", "BORDER_STYLE_RIDGE", ] ################### # SensitivityType # ################### # Determines how Galxie Curses handles the sensitivity of stepper arrows at the end of range widgets. # The arrow is made insensitive if the thumb is at the end GLXC.SENSITIVITY_AUTO = "AUTO" # The arrow is always sensitive GLXC.SENSITIVITY_ON = "ON" # The arrow is always insensitive GLXC.SENSITIVITY_OFF = "OFF" # Create the Final List GLXC.SensitivityType = [ GLXC.SENSITIVITY_AUTO, GLXC.SENSITIVITY_ON, GLXC.SENSITIVITY_OFF, ] # Container it use children list and not single child list GLXC.CHILDREN_CONTAINER = ["VBox", "HBox", "Box", "Menu", "MenuBar", "MenuShell"] # Container it use children list and not single child list GLXC.CHILD_CONTAINER = ["Bin", "Frame", "Window", "Application"] # Widget it is Actionable GLXC.Actionable = [ "Button", "CheckButton", "CheckMenuItem", "ColorButton", "FontButton", "ImageMenuItem", "LinkButton", "ListBoxRow", "LockButton", "MenuButton", "MenuItem", "MenuToolButton", "ModelButton", "RadioButton", "RadioMenuItem", "RadioToolButton", "ScaleButton", "SeparatorMenuItem", "Switch", "TearoffMenuItem", "ToggleButton", "ToggleToolButton", "ToolButton", "VolumeButton", ] # Widget it is Editable GLXC.Editable = ["Entry", "SearchEntry", "SpinButton"] # Widget it is Editable GLXC.Buildable = [ "AboutDialog", "AccelLabel", "Action", "ActionBar", "ActionGroup", "Alignment", "AppChooserButton", "AppChooserDialog", "AppChooserWidget", "ApplicationWindow", "Arrow", "AspectFrame", "Assistant", "Bin", "Box", "Button", "ButtonBox", "Calendar", "CellArea", "CellAreaBox", "CellView", "CheckButton", "CheckMenuItem", "ColorButton", "ColorChooserDialog", "ColorChooserWidget", "ColorSelection", "ColorSelectionDialog", "ComboBox", "ComboBoxText", "Container", "Dialog", "DrawingArea", "Entry", "EntryCompletion", "EventBox", "Expander", "FileChooserButton", "FileChooserDialog", "FileChooserWidget", "FileFilter", "Fixed", "FlowBox", "FlowBoxChild", "FontButton", "FontChooserDialog", "FontChooserWidget", "FontSelection", "FontSelectionDialog", "Frame", "GLArea", "Grid", "HBox", "HButtonBox", "HPaned", "HSV", "HScale", "HScrollbar", "HSeparator", "HandleBox", "HeaderBar", "IconFactory", "IconView", "Image", "ImageMenuItem", "InfoBar", "Invisible", "Label", "Layout", "LevelBar", "LinkButton", "ListBox", "ListBoxRow", "ListStore", "LockButton", "Menu", "MenuBar", "MenuButton", "MenuItem", "MenuShell", "MenuToolButton", "MessageDialog", "Misc", "ModelButton", "Notebook", "OffscreenWindow", "Overlay", "PageSetupUnixDialog", "Paned", "PlacesSidebar", "Plug", "Popover", "PopoverMenu", "PrintUnixDialog", "ProgressBar", "RadioAction", "RadioButton", "RadioMenuItem", "RadioToolButton", "Range", "RecentAction", "RecentChooserDialog", "RecentChooserMenu", "RecentChooserWidget", "RecentFilter", "Revealer", "Scale", "ScaleButton", "Scrollbar", "ScrolledWindow", "SearchBar", "SearchEntry", "Separator", "SeparatorMenuItem", "SeparatorToolItem", "ShortcutsGroup", "ShortcutsSection", "ShortcutsShortcut", "ShortcutsWindow", "SizeGroup", "Socket", "SpinButton", "Spinner", "Stack", "StackSidebar", "StackSwitcher", "Statusbar", "Switch", "Table", "TearoffMenuItem", "TextTagTable", "TextView", "ToggleAction", "ToggleButton", "ToggleToolButton", "ToolButton", "ToolItem", "ToolItemGroup", "ToolPalette", "Toolbar", "TreeStore", "TreeView", "TreeViewColumn", "UIManager", "VBox", "VButtonBox", "VPaned", "VScale", "VScrollbar", "VSeparator", "Viewport", "VolumeButton", "Widget", "Window", ] ######################### # ctype-style character # ######################### # whitespace -- a string containing all ASCII whitespace whitespace = " \t\n\r\v\f" # ascii_lowercase -- a string containing all ASCII lowercase letters ascii_lowercase = "abcdefghijklmnopqrstuvwxyz" # ascii_uppercase -- a string containing all ASCII uppercase letters ascii_uppercase = "ABCDEFGHIJKLMNOPQRSTUVWXYZ" # ascii_letters -- a string containing all ASCII letters ascii_letters = ascii_lowercase + ascii_uppercase # digits -- a string containing all ASCII decimal digits digits = "0123456789" # hexdigits -- a string containing all ASCII hexadecimal digits hexdigits = digits + "abcdef" + "ABCDEF" # octdigits -- a string containing all ASCII octal digits octdigits = "01234567" # punctuation -- a string containing all ASCII punctuation characters punctuation = "!\"#$%&'()*+,-./:;<=>?@[\\]^_`{|}~" # accent accent = "éèàùô" # printable -- a string containing all ASCII characters considered printable # printable = digits + ascii_letters + accent + punctuation + whitespace printable = digits + ascii_letters + punctuation + whitespace + accent GLXC.Printable = printable # ASCII KEYS GLXC.KEY_NUL = 0x00 # ^@ GLXC.KEY_SOH = 0x01 # ^A GLXC.KEY_STX = 0x02 # ^B GLXC.KEY_ETX = 0x03 # ^C GLXC.KEY_EOT = 0x04 # ^D GLXC.KEY_ENQ = 0x05 # ^E GLXC.KEY_ACK = 0x06 # ^F GLXC.KEY_BEL = 0x07 # ^G GLXC.KEY_BS = 0x08 # ^H GLXC.KEY_TAB = 0x09 # ^I GLXC.KEY_HT = 0x09 # ^I GLXC.KEY_LF = 0x0A # ^J enter GLXC.KEY_NL = 0x0A # ^J GLXC.KEY_VT = 0x0B # ^K GLXC.KEY_FF = 0x0C # ^L GLXC.KEY_CR = 0x0D # ^M GLXC.KEY_SO = 0x0E # ^N GLXC.KEY_SI = 0x0F # ^O GLXC.KEY_DLE = 0x10 # ^P GLXC.KEY_DC1 = 0x11 # ^Q GLXC.KEY_DC2 = 0x12 # ^R GLXC.KEY_DC3 = 0x13 # ^S GLXC.KEY_DC4 = 0x14 # ^T GLXC.KEY_NAK = 0x15 # ^U GLXC.KEY_SYN = 0x16 # ^V GLXC.KEY_ETB = 0x17 # ^W GLXC.KEY_CAN = 0x18 # ^X GLXC.KEY_EM = 0x19 # ^Y GLXC.KEY_SUB = 0x1A # ^Z GLXC.KEY_ESC = 0x1B # ^[ escape GLXC.KEY_FS = 0x1C # ^\ GLXC.KEY_GS = 0x1D # ^] GLXC.KEY_RS = 0x1E # ^^ GLXC.KEY_US = 0x1F # ^_ GLXC.KEY_SP = 0x20 # space GLXC.KEY_DEL = 0x7F # delete GLXC.ALL_MOUSE_EVENTS = 134217727 GLXC.A_ALTCHARSET = 4194304 GLXC.A_ATTRIBUTES = -256 GLXC.A_BLINK = 524288 GLXC.A_BOLD = 2097152 GLXC.A_CHARTEXT = 255 GLXC.A_COLOR = 65280 GLXC.A_DIM = 1048576 GLXC.A_HORIZONTAL = 33554432 GLXC.A_INVIS = 8388608 GLXC.A_LEFT = 67108864 GLXC.A_LOW = 134217728 GLXC.A_NORMAL = 0 GLXC.A_PROTECT = 16777216 GLXC.A_REVERSE = 262144 GLXC.A_RIGHT = 268435456 GLXC.A_STANDOUT = 65536 GLXC.A_TOP = 536870912 GLXC.A_UNDERLINE = 131072 GLXC.A_VERTICAL = 1073741824 GLXC.A_ITALIC = 2147483648 GLXC.BUTTON1_CLICKED = 4 GLXC.BUTTON1_DOUBLE_CLICKED = 8 GLXC.BUTTON1_PRESSED = 2 GLXC.BUTTON1_RELEASED = 1 GLXC.BUTTON1_TRIPLE_CLICKED = 16 GLXC.BUTTON2_CLICKED = 256 GLXC.BUTTON2_DOUBLE_CLICKED = 512 GLXC.BUTTON2_PRESSED = 128 GLXC.BUTTON2_RELEASED = 64 GLXC.BUTTON2_TRIPLE_CLICKED = 1024 GLXC.BUTTON3_CLICKED = 16384 GLXC.BUTTON3_DOUBLE_CLICKED = 32768 GLXC.BUTTON3_PRESSED = 8192 GLXC.BUTTON3_RELEASED = 4096 GLXC.BUTTON3_TRIPLE_CLICKED = 65536 GLXC.BUTTON4_CLICKED = 1048576 GLXC.BUTTON4_DOUBLE_CLICKED = 2097152 GLXC.BUTTON4_PRESSED = 524288 GLXC.BUTTON4_RELEASED = 262144 GLXC.BUTTON4_TRIPLE_CLICKED = 4194304 GLXC.BUTTON_ALT = 67108864 GLXC.BUTTON_CTRL = 16777216 GLXC.BUTTON_SHIFT = 33554432 # Color GLXC.COLOR_BLACK = 0 GLXC.COLOR_RED = 1 GLXC.COLOR_GREEN = 2 GLXC.COLOR_YELLOW = 3 GLXC.COLOR_BLUE = 4 GLXC.COLOR_MAGENTA = 5 GLXC.COLOR_CYAN = 6 GLXC.COLOR_WHITE = 7 GLXC.Color = [ GLXC.COLOR_BLACK, GLXC.COLOR_RED, GLXC.COLOR_GREEN, GLXC.COLOR_YELLOW, GLXC.COLOR_BLUE, GLXC.COLOR_MAGENTA, GLXC.COLOR_CYAN, GLXC.COLOR_WHITE, ] GLXC.ERR = -1 # GLXC.KEY_A1 = 348 # GLXC.KEY_A3 = 349 # GLXC.KEY_B2 = 350 # GLXC.KEY_BACKSPACE = 263 # GLXC.KEY_BEG = 354 # GLXC.KEY_BREAK = 257 # GLXC.KEY_BTAB = 353 # GLXC.KEY_C1 = 351 # GLXC.KEY_C3 = 352 # GLXC.KEY_CANCEL = 355 # GLXC.KEY_CATAB = 342 # GLXC.KEY_CLEAR = 333 # GLXC.KEY_CLOSE = 356 # GLXC.KEY_COMMAND = 357 # GLXC.KEY_COPY = 358 # GLXC.KEY_CREATE = 359 # GLXC.KEY_CTAB = 341 # GLXC.KEY_DC = 330 # GLXC.KEY_DL = 328 # GLXC.KEY_DOWN = 258 # GLXC.KEY_EIC = 332 # GLXC.KEY_END = 360 # GLXC.KEY_ENTER = 10 # GLXC.KEY_EOL = 335 # GLXC.KEY_EOS = 334 # GLXC.KEY_EXIT = 361 GLXC.KEY_F0 = 264 GLXC.KEY_F1 = 265 GLXC.KEY_F10 = 274 GLXC.KEY_F11 = 275 GLXC.KEY_F12 = 276 GLXC.KEY_F13 = 277 GLXC.KEY_F14 = 278 GLXC.KEY_F15 = 279 GLXC.KEY_F16 = 280 GLXC.KEY_F17 = 281 GLXC.KEY_F18 = 282 GLXC.KEY_F19 = 283 GLXC.KEY_F2 = 266 GLXC.KEY_F20 = 284 GLXC.KEY_F21 = 285 GLXC.KEY_F22 = 286 GLXC.KEY_F23 = 287 GLXC.KEY_F24 = 288 GLXC.KEY_F25 = 289 GLXC.KEY_F26 = 290 GLXC.KEY_F27 = 291 GLXC.KEY_F28 = 292 GLXC.KEY_F29 = 293 GLXC.KEY_F3 = 267 GLXC.KEY_F30 = 294 GLXC.KEY_F31 = 295 GLXC.KEY_F32 = 296 GLXC.KEY_F33 = 297 GLXC.KEY_F34 = 298 GLXC.KEY_F35 = 299 GLXC.KEY_F36 = 300 GLXC.KEY_F37 = 301 GLXC.KEY_F38 = 302 GLXC.KEY_F39 = 303 GLXC.KEY_F4 = 268 GLXC.KEY_F40 = 304 GLXC.KEY_F41 = 305 GLXC.KEY_F42 = 306 GLXC.KEY_F43 = 307 GLXC.KEY_F44 = 308 GLXC.KEY_F45 = 309 GLXC.KEY_F46 = 310 GLXC.KEY_F47 = 311 GLXC.KEY_F48 = 312 GLXC.KEY_F49 = 313 GLXC.KEY_F5 = 269 GLXC.KEY_F50 = 314 GLXC.KEY_F51 = 315 GLXC.KEY_F52 = 316 GLXC.KEY_F53 = 317 GLXC.KEY_F54 = 318 GLXC.KEY_F55 = 319 GLXC.KEY_F56 = 320 GLXC.KEY_F57 = 321 GLXC.KEY_F58 = 322 GLXC.KEY_F59 = 323 GLXC.KEY_F6 = 270 GLXC.KEY_F60 = 324 GLXC.KEY_F61 = 325 GLXC.KEY_F62 = 326 GLXC.KEY_F63 = 327 GLXC.KEY_F7 = 271 GLXC.KEY_F8 = 272 GLXC.KEY_F9 = 273 # GLXC.KEY_FIND = 362 # GLXC.KEY_HELP = 363 # GLXC.KEY_HOME = 262 # GLXC.KEY_IC = 331 # GLXC.KEY_IL = 329 # GLXC.KEY_LEFT = 260 # GLXC.KEY_LL = 347 # GLXC.KEY_MARK = 364 # GLXC.KEY_MAX = 511 # GLXC.KEY_MESSAGE = 365 # GLXC.KEY_MIN = 257 # GLXC.KEY_MOUSE = 409 # GLXC.KEY_MOVE = 366 # GLXC.KEY_NEXT = 367 # GLXC.KEY_NPAGE = 338 # GLXC.KEY_OPEN = 368 # GLXC.KEY_OPTIONS = 369 # GLXC.KEY_PPAGE = 339 # GLXC.KEY_PREVIOUS = 370 # GLXC.KEY_PRINT = 346 # GLXC.KEY_REDO = 371 # GLXC.KEY_REFERENCE = 372 # GLXC.KEY_REFRESH = 373 # GLXC.KEY_REPLACE = 374 # GLXC.KEY_RESET = 345 # GLXC.KEY_RESIZE = 410 # GLXC.KEY_RESTART = 375 # GLXC.KEY_RESUME = 376 # GLXC.KEY_RIGHT = 261 # GLXC.KEY_SAVE = 377 # GLXC.KEY_SBEG = 378 # GLXC.KEY_SCANCEL = 379 # GLXC.KEY_SCOMMAND = 380 # GLXC.KEY_SCOPY = 381 # GLXC.KEY_SCREATE = 382 # GLXC.KEY_SDC = 383 # GLXC.KEY_SDL = 384 # GLXC.KEY_SELECT = 385 # GLXC.KEY_SEND = 386 # GLXC.KEY_SEOL = 387 # GLXC.KEY_SEXIT = 388 # GLXC.KEY_SF = 336 # GLXC.KEY_SFIND = 389 # GLXC.KEY_SHELP = 390 # GLXC.KEY_SHOME = 391 # GLXC.KEY_SIC = 392 # GLXC.KEY_SLEFT = 393 # GLXC.KEY_SMESSAGE = 394 # GLXC.KEY_SMOVE = 395 # GLXC.KEY_SNEXT = 396 # GLXC.KEY_SOPTIONS = 397 # GLXC.KEY_SPREVIOUS = 398 # GLXC.KEY_SPRINT = 399 # GLXC.KEY_SR = 337 # GLXC.KEY_SREDO = 400 # GLXC.KEY_SREPLACE = 401 # GLXC.KEY_SRESET = 344 # GLXC.KEY_SRIGHT = 402 # GLXC.KEY_SRSUME = 403 # GLXC.KEY_SSAVE = 404 # GLXC.KEY_SSUSPEND = 405 # GLXC.KEY_STAB = 340 # GLXC.KEY_SUNDO = 406 # GLXC.KEY_SUSPEND = 407 # GLXC.KEY_UNDO = 408 # GLXC.KEY_UP = 259 # # GLXC.OK = 0 # # GLXC.REPORT_MOUSE_POSITION = 134217728 # Atoms GLXC.SELECTION_PRIMARY = "PRIMARY" GLXC.SELECTION_SECONDARY = "SECONDARY" GLXC.SELECTION_CLIPBOARD = "CLIPBOARD" GLXC.SELECTION_TYPE_ATOM = "ATOM" GLXC.SELECTION_TYPE_BITMAP = "BITMAP" GLXC.SELECTION_TYPE_COLORMAP = "COLORMAP" GLXC.SELECTION_TYPE_DRAWABLE = "DRAWABLE" GLXC.SELECTION_TYPE_PIXMAP = "PIXMAP" GLXC.SELECTION_TYPE_STRING = "STRING" GLXC.SELECTION_TYPE_WINDOW = "WINDOW" GLXC.TARGET_BITMAP = "BITMAP" GLXC.TARGET_COLORMAP = "COLORMAP" GLXC.TARGET_DRAWABLE = "DRAWABLE" GLXC.TARGET_PIXMAP = "PIXMAP" GLXC.TARGET_STRING = "STRING" GLXC.Atom = [ GLXC.SELECTION_PRIMARY, GLXC.SELECTION_SECONDARY, GLXC.SELECTION_CLIPBOARD, GLXC.SELECTION_TYPE_ATOM, GLXC.TARGET_BITMAP, GLXC.SELECTION_TYPE_BITMAP, GLXC.TARGET_COLORMAP, GLXC.SELECTION_TYPE_COLORMAP, GLXC.TARGET_DRAWABLE, GLXC.SELECTION_TYPE_DRAWABLE, GLXC.TARGET_PIXMAP, GLXC.SELECTION_TYPE_PIXMAP, GLXC.TARGET_STRING, GLXC.SELECTION_TYPE_STRING, GLXC.SELECTION_TYPE_WINDOW, ] # GLX.TYPE # Atoms GLXC.TYPE_BIN = "BIN" GLXC.TYPE_BUTTON = "BUTTON" GLXC.TYPE_CHECKBUTTON = "CHECKBUTTON" GLXC.TYPE_CONTAINER = "CONTAINER" GLXC.TYPE_ENTRY = "ENTRY" GLXC.TYPE_HSEPARATOR = "HSEPARATOR" GLXC.TYPE_MENUBAR = "MENUBAR" GLXC.TYPE_MESSAGEBAR = "MESSAGEBAR" GLXC.TYPE_MISC = "MISC" GLXC.TYPE_PROGRESSBAR = "PROGRESSBAR" GLXC.TYPE_RADIOBUTTON = "RADIOBUTTON" GLXC.TYPE_RANGE = "RANGE" GLXC.TYPE_STATUSBAR = "STATUSBAR" GLXC.TYPE_TOOLBAR = "TOOLBAR" GLXC.TYPE_VSEPARATOR = "VSEPARATOR" GLXC.TYPE_WIDGET = "WIDGET" GLXC.Type = [ GLXC.TYPE_BIN, GLXC.TYPE_BUTTON, GLXC.TYPE_CHECKBUTTON, GLXC.TYPE_CONTAINER, GLXC.TYPE_ENTRY, GLXC.TYPE_HSEPARATOR, GLXC.TYPE_MENUBAR, GLXC.TYPE_MESSAGEBAR, GLXC.TYPE_MISC, GLXC.TYPE_PROGRESSBAR, GLXC.TYPE_RADIOBUTTON, GLXC.TYPE_RANGE, GLXC.TYPE_STATUSBAR, GLXC.TYPE_TOOLBAR, GLXC.TYPE_VSEPARATOR, GLXC.TYPE_WIDGET, ] # GLXC.EventMask # https://docs.gtk.org/gdk3/flags.EventMask.html GLXC.EXPOSURE_MASK = "EXPOSURE" GLXC.POINTER_MOTION_MASK = "POINTER_MOTION" GLXC.POINTER_MOTION_HINT_MASK = "POINTER_MOTION_HINT" GLXC.BUTTON_MOTION_MASK = "BUTTON_MOTION" GLXC.BUTTON1_MOTION_MASK = "BUTTON1_MOTION" GLXC.BUTTON2_MOTION_MASK = "BUTTON2_MOTION" GLXC.BUTTON3_MOTION_MASK = "BUTTON3_MOTION" GLXC.BUTTON_PRESS_MASK = "BUTTON_PRESS" GLXC.BUTTON_RELEASE_MASK = "BUTTON_RELEASE" GLXC.KEY_PRESS_MASK = "KEY_PRESS" GLXC.KEY_RELEASE_MASK = "KEY_RELEASE" GLXC.ENTER_NOTIFY_MASK = "ENTER_NOTIFY" GLXC.LEAVE_NOTIFY_MASK = "LEAVE_NOTIFY" GLXC.FOCUS_CHANGE_MASK = "FOCUS_CHANGE" GLXC.STRUCTURE_MASK = "STRUCTURE_MASK" GLXC.PROPERTY_CHANGE_MASK = "PROPERTY_CHANGE_MASK" GLXC.VISIBILITY_NOTIFY_MASK = "VISIBILITY_NOTIFY" GLXC.PROXIMITY_IN_MASK = "PROXIMITY_IN" GLXC.PROXIMITY_OUT_MASK = "PROXIMITY_OUT" GLXC.SUBSTRUCTURE_MASK = "SUBSTRUCTURE" GLXC.SCROLL_MASK = "SCROLL" GLXC.TOUCH_MASK = "TOUCH" GLXC.SMOOTH_SCROLL_MASK = "SMOOTH_SCROLL" GLXC.TOUCHPAD_GESTURE_MASK = "TOUCHPAD_GESTURE" GLXC.TABLET_PAD_MASK = "TABLET_PAD" GLXC.ALL_EVENTS_MASK = "ALL_EVENTS" GLXC.EventMask = [ GLXC.EXPOSURE_MASK, GLXC.POINTER_MOTION_MASK, GLXC.POINTER_MOTION_HINT_MASK, GLXC.BUTTON_MOTION_MASK, GLXC.BUTTON1_MOTION_MASK, GLXC.BUTTON2_MOTION_MASK, GLXC.BUTTON3_MOTION_MASK, GLXC.BUTTON_PRESS_MASK, GLXC.BUTTON_RELEASE_MASK, GLXC.KEY_PRESS_MASK, GLXC.KEY_RELEASE_MASK, GLXC.ENTER_NOTIFY_MASK, GLXC.LEAVE_NOTIFY_MASK, GLXC.FOCUS_CHANGE_MASK, GLXC.STRUCTURE_MASK, GLXC.PROPERTY_CHANGE_MASK, GLXC.VISIBILITY_NOTIFY_MASK, GLXC.PROXIMITY_IN_MASK, GLXC.PROXIMITY_OUT_MASK, GLXC.SUBSTRUCTURE_MASK, GLXC.SCROLL_MASK, GLXC.TOUCH_MASK, GLXC.SMOOTH_SCROLL_MASK, GLXC.TOUCHPAD_GESTURE_MASK, GLXC.TABLET_PAD_MASK, GLXC.ALL_EVENTS_MASK, ]