@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, 2006, 2007, 2008 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 display that 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. * Display Property:: Enabling special display features. * Images:: Displaying images in Emacs buffers. * Buttons:: Adding clickable buttons to Emacs buffers. * Abstract Display:: Emacs' Widget for Object Collections. * 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 entire contents of a given frame (@pxref{Frames}). This is useful if the screen is corrupted. @c Emacs 19 feature @defun redraw-frame frame This function clears and redisplays frame @var{frame}. @end defun Even more powerful is @code{redraw-display}: @deffn Command redraw-display This function clears and redisplays all visible frames. @end deffn In Emacs, processing user input takes priority over redisplay. If you call these functions when input is available, they don't redisplay immediately, but the requested redisplay does happen eventually---after all the input has been processed. Normally, suspending and resuming Emacs also refreshes the screen. Some terminal emulators record separate contents for display-oriented programs such as Emacs and for ordinary sequential display. If you are using such a terminal, you might want to inhibit the redisplay on resumption. @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 it has been suspended and resumed. Non-@code{nil} means there is no need to redraw, @code{nil} means redrawing is needed. The default is @code{nil}. @end defvar @node Forcing Redisplay @section Forcing Redisplay @cindex forcing redisplay Emacs normally tries to redisplay the screen whenever it waits for input. With this function you can request an immediate attempt to redisplay, in the middle of Lisp code, without actually waiting for input. @defun redisplay &optional force This function tries immediately to redisplay, provided there are no pending input events. It is equivalent to @code{(sit-for 0)}. If the optional argument @var{force} is non-@code{nil}, it does all pending redisplay work even if input is available, with no pre-emption. The function returns @code{t} if it actually tried to redisplay, and @code{nil} otherwise. A value of @code{t} does not mean that redisplay proceeded to completion; it could have been pre-empted by newly arriving terminal input. @end defun @code{redisplay} with no argument tries immediately to redisplay, but has no effect on the usual rules for what parts of the screen to redisplay. By contrast, the following function adds certain windows to the pending redisplay work (as if their contents had completely changed), but doesn't immediately try to do any redisplay work. @defun force-window-update &optional object This function forces some or all windows to be updated on next redisplay. If @var{object} is a window, it requires eventual redisplay of that window. If @var{object} is a buffer or buffer name, it requires eventual redisplay of all windows displaying that buffer. If @var{object} is @code{nil} (or omitted), it requires eventual redisplay of all windows. @end defun @code{force-window-update} does not do a redisplay immediately. (Emacs will do that when it waits for input.) Rather, its effect is to put more work on the queue to be done by redisplay whenever there is a chance. Emacs redisplay normally stops if input arrives, and does not happen at all if input is available before it starts. Most of the time, this is exactly what you want. However, you can prevent preemption by binding @code{redisplay-dont-pause} to a non-@code{nil} value. @defvar redisplay-dont-pause If this variable is non-@code{nil}, pending input does not prevent or halt redisplay; redisplay occurs, and finishes, regardless of whether input is available. @end defvar @defvar redisplay-preemption-period This variable specifies how many seconds Emacs waits between checks for new input during redisplay. (The default is 0.1 seconds.) If input has arrived when Emacs checks, it pre-empts redisplay and processes the available input before trying again to redisplay. If this variable is @code{nil}, Emacs does not check for input during redisplay, and redisplay cannot be preempted by input. This variable is only obeyed on graphical terminals. For text terminals, see @ref{Terminal Output}. @end defvar @node Truncation @section Truncation @cindex line wrapping @cindex line truncation @cindex continuation lines @cindex @samp{$} in display @cindex @samp{\} in display When a line of text extends beyond the right edge of a window, Emacs can @dfn{continue} the line (make it ``wrap'' to the next screen line), or @dfn{truncate} the line (limit it to one screen line). The additional screen lines used to display a long text line are called @dfn{continuation} lines. Continuation is not the same as filling; continuation happens on the screen only, not in the buffer contents, and it breaks a line precisely at the right margin, not at a word boundary. @xref{Filling}. On a graphical display, tiny arrow images in the window fringes indicate truncated and continued lines (@pxref{Fringes}). On a text terminal, a @samp{$} in the rightmost column of the window indicates truncation; a @samp{\} on the rightmost column indicates a line that ``wraps.'' (The display table can specify alternate characters to use for this; @pxref{Display Tables}). @defopt truncate-lines This buffer-local variable controls how Emacs displays lines that extend beyond the right edge of the window. The default is @code{nil}, which specifies continuation. If the value is non-@code{nil}, then these lines 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 one frame) regardless of the value of @code{truncate-lines}. @end defopt @defopt default-truncate-lines This variable is the default value for @code{truncate-lines}, for buffers that do not have buffer-local values for it. @end defopt @defopt truncate-partial-width-windows This variable controls display of lines that extend beyond the right edge 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 in a window, that forces truncation. If your buffer contains @emph{very} long lines, and you use continuation to display them, just thinking about them can make Emacs redisplay slow. The column computation and indentation functions also become slow. Then you might find it advisable to set @code{cache-long-line-scans} to @code{t}. @defvar cache-long-line-scans If this variable is non-@code{nil}, various indentation and motion functions, and Emacs redisplay, cache the results of scanning the buffer, and consult the cache to avoid rescanning regions of the buffer unless 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 same place on the screen as the echo area. The @cite{GNU Emacs Manual} specifies the rules for resolving conflicts between the echo area and the minibuffer for use of that screen space (@pxref{Minibuffer,, The Minibuffer, emacs, The GNU Emacs Manual}). You can write output in the echo area by using the Lisp printing functions with @code{t} as the stream (@pxref{Output Functions}), or explicitly. @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 @cindex display message in echo area This section describes the functions for explicitly producing echo area messages. Many other Emacs features display messages there, too. @defun message format-string &rest arguments This function displays a message in the echo area. The argument @var{format-string} is similar to a C language @code{printf} format string. See @code{format} in @ref{Formatting Strings}, for the details on the conversion specifications. @code{message} returns the constructed string. In batch mode, @code{message} prints the message text on the standard error 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 feature If @var{format-string} is @code{nil} or the empty string, @code{message} clears the echo area; if the echo area has been expanded automatically, this brings it back to its normal size. If the minibuffer is active, this brings the minibuffer contents back onto 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 example To 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 @defmac with-temp-message message &rest body This construct displays a message in the echo area temporarily, during the execution of @var{body}. It displays @var{message}, executes @var{body}, then returns the value of the last body form while restoring the previous echo area contents. @end defmac @defun message-or-box format-string &rest arguments This function displays a message like @code{message}, but may display it in a dialog box instead of the echo area. If this function is called in a 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 to display the message. Otherwise, it uses the echo area. (This is the same 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 arguments @anchor{message-box} This function displays a message like @code{message}, but uses a dialog box (or a pop-up menu) whenever that is possible. If it is impossible to use a dialog box or pop-up menu, because the terminal does not support 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 This function displays the message @var{message}, which may be either a string or a buffer. If it is shorter than the maximum height of the echo area, as defined by @code{max-mini-window-height}, it is displayed in 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-up buffer 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 a pop-up buffer is used, defaulting to @samp{*Message*}. In the case where @var{message} is a string and displayed in the echo area, it is not 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-message This function returns the message currently being displayed in the echo 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 the user about the progress it makes. This way the user can estimate remaining time and clearly see that Emacs is busy working, not hung. Functions listed in this section provide simple and efficient way of reporting operation progress. Here is a working example that does nothing 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-time This function creates and returns a @dfn{progress reporter}---an object you will use as an argument for all other functions listed here. The idea is to precompute as much data as possible to make progress 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 depend on a filename, for instance, use @code{format} before calling this function. @var{min-value} and @var{max-value} arguments stand for starting and final 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 of the operation has already been completed, then specify @var{current-value} argument. But normally you should omit it or set it to @code{nil}---it will default to @var{min-value} then. Remaining arguments control the rate of echo area updates. Progress reporter will wait for at least @var{min-change} more percents of the operation to be completed before printing next message. @var{min-time} specifies the minimum time in seconds to pass between successive prints. It can be fractional. Depending on Emacs and system capabilities, progress reporter may or may not respect this last 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 first message is printed immediately. @end defun @defun progress-reporter-update reporter value This function does the main work of reporting progress of your operation. It displays the message of @var{reporter}, followed by progress 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 current state 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 passed to @code{make-progress-reporter} and so does not output new messages on every invocation. It is thus very fast and normally you should not try to reduce the number of calls to it: resulting overhead will most likely negate your effort. @end defun @defun progress-reporter-force-update reporter value &optional new-message This function is similar to @code{progress-reporter-update} except that 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} allows you to change the message of the @var{reporter}. Since this functions always updates the echo area, such a change will be immediately presented to the user. @end defun @defun progress-reporter-done reporter This function should be called when the operation is finished. It prints the message of @var{reporter} followed by word ``done'' in the echo area. You should always call this function and not hope for @code{progress-reporter-update} to print ``100%.'' Firstly, it may never 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@dots{} This is a convenience macro that works the same way as @code{dotimes} does, but also reports loop progress using the functions described above. It allows you to save some typing. You can rewrite the example in the beginning of this node using this 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 recorded in the @samp{*Messages*} buffer so that the user can refer back to them. This includes all the messages that are output with @code{message}. @defopt message-log-max This 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 to keep. The value @code{nil} disables message logging entirely. Here's how 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 logging facility combines successive identical messages. It also combines successive related messages for the sake of two cases: question followed by answer, and a series of progress messages. A ``question followed by an answer'' means two messages like the ones produced by @code{y-or-n-p}: the first is @samp{@var{question}}, and the second is @samp{@var{question}...@var{answer}}. The first message 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 like those produced by @code{make-progress-reporter}. They have the form @samp{@var{base}...@var{how-far}}, where @var{base} is the same each time, while @var{how-far} varies. Logging each message in the series discards 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 log combination feature. It operates whenever two consecutive messages are 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-area This variable controls where the cursor appears when a message is displayed in the echo area. If it is non-@code{nil}, then the cursor appears at the end of the message. Otherwise, the cursor appears at point---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-hook This normal hook is run whenever the echo area is cleared---either by @code{(message nil)} or for any other reason. @end defvar @defvar echo-keystrokes This variable determines how much time should elapse before command characters echo. Its value must be an integer or floating point number, which specifies the number of seconds to wait before echoing. If the user types a prefix key (such as @kbd{C-x}) and then delays this many seconds before continuing, the prefix key is echoed in the echo area. (Once echoing begins in a key sequence, all subsequent characters in the same key sequence are echoed immediately.) If the value is zero, then command input is not echoed. @end defvar @defvar message-truncate-lines Normally, displaying a long message resizes the echo area to display the entire message. But if the variable @code{message-truncate-lines} is non-@code{nil}, the echo area does not resize, and the message is truncated to fit it, as in Emacs 20 and before. @end defvar The variable @code{max-mini-window-height}, which specifies the maximum height for resizing minibuffer windows, also applies to the echo 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 a possible 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 for the user, and a @dfn{severity level} which is a symbol. Here are the possible severity levels, in order of decreasing severity, and their meanings: @table @code @item :emergency A problem that will seriously impair Emacs operation soon if you do not attend to it promptly. @item :error A report of data or circumstances that are inherently wrong. @item :warning A report of data or circumstances that are not inherently wrong, but raise suspicion of a possible problem. @item :debug A report of information that may be useful if you are debugging. @end table When your program encounters invalid input data, it can either signal a Lisp error by calling @code{error} or @code{signal} or report a warning with severity @code{:error}. Signaling a Lisp error is the easiest thing to do, but it means the program cannot continue processing. If you want to take the trouble to implement a way to continue processing despite the bad data, then reporting a warning of severity @code{:error} is the right way to inform the user of the problem. For instance, the Emacs Lisp byte compiler can report an error that way and continue compiling other functions. (If the program signals a Lisp error and then handles it with @code{condition-case}, the user won't see the error message; it could show 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 a list of symbols. The first symbol should be the custom group that you use for the program's user options. For example, byte compiler warnings use the warning type @code{(bytecomp)}. You can also subcategorize the warnings, if you wish, by using more symbols in the list. @defun display-warning type message &optional level buffer-name This function reports a warning, using @var{message} as the message and @var{type} as the warning type. @var{level} should be the severity level, with @code{:warning} being the default. @var{buffer-name}, if non-@code{nil}, specifies the name of the buffer for logging the warning. By default, it is @samp{*Warnings*}. @end defun @defun lwarn type level message &rest args This function reports a warning using the value of @code{(format @var{message} @var{args}...)} as the message. In other respects it is equivalent to @code{display-warning}. @end defun @defun warn message &rest args This function reports a warning using the value of @code{(format @var{message} @var{args}...)} as the message, @code{(emacs)} as the type, and @code{:warning} as the severity level. It exists for compatibility only; we recommend not using it, because you should specify a specific warning type. @end defun @node Warning Variables @subsection Warning Variables Programs can customize how their warnings appear by binding the variables described in this section. @defvar warning-levels This list defines the meaning and severity order of the warning severity 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 warning type information, or it can omit the @samp{%s} so as not to include that information. The optional @var{function}, if non-@code{nil}, is a function to call with no arguments, to get the user's attention. Normally you should not change the value of this variable. @end defvar @defvar warning-prefix-function If non-@code{nil}, the value is a function to generate prefix text for warnings. Programs can bind the variable to a suitable function. @code{display-warning} calls this function with the warnings buffer current, and the function can insert text in it. That text becomes the beginning of the warning message. The function is called with two arguments, the severity level and its entry in @code{warning-levels}. It should return a list to use as the entry (this value need not be an actual member of @code{warning-levels}). By constructing this value, the function can change the severity of the warning, or specify different handling for a given severity level. If the variable's value is @code{nil} then there is no function to call. @end defvar @defvar warning-series Programs can bind this variable to @code{t} to say that the next warning should begin a series. When several warnings form a series, that means to leave point on the first warning of the series, rather than 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 is equivalent to @code{t}, except that the next warning will also call the function with no arguments with the warnings buffer current. The function can insert text which will serve as a header for the series of warnings. Once a series has begun, the value is a marker which points to the buffer position in the warnings buffer of the start of the series. The variable's normal value is @code{nil}, which means to handle each warning separately. @end defvar @defvar warning-fill-prefix When this variable is non-@code{nil}, it specifies a fill prefix to use for filling each warning's text. @end defvar @defvar warning-type-format This variable specifies the format for displaying the warning type in the warning message. The result of formatting the type this way gets included in the message under the control of the string in the entry in @code{warning-levels}. The default value is @code{" (%s)"}. If you bind it to @code{""} then the warning type won't appear at all. @end defvar @node Warning Options @subsection Warning Options These variables are used by users to control what happens when a Lisp program reports a warning. @defopt warning-minimum-level This user option specifies the minimum severity level that should be shown immediately to the user. The default is @code{:warning}, which means to immediately display all warnings except @code{:debug} warnings. @end defopt @defopt warning-minimum-log-level This user option specifies the minimum severity level that should be logged in the warnings buffer. The default is @code{:warning}, which means to log all warnings except @code{:debug} warnings. @end defopt @defopt warning-suppress-types This list specifies which warning types should not be displayed immediately for the user. Each element of the list should be a list of symbols. If its elements match the first elements in a warning type, then that warning is not displayed immediately. @end defopt @defopt warning-suppress-log-types This list specifies which warning types should not be logged in the warnings buffer. Each element of the list should be a list of symbols. If it matches the first few elements in a warning type, then that warning is not logged. @end defopt @node Invisible Text @section Invisible Text @cindex invisible text You can make characters @dfn{invisible}, so that they do not appear on the screen, with the @code{invisible} property. This can be either a text property (@pxref{Text Properties}) or a property of an overlay (@pxref{Overlays}). Cursor motion also partly ignores these characters; if the command loop finds point within them, it moves point to the other side of them. In the simplest case, any non-@code{nil} @code{invisible} property makes a character invisible. This is the default case---if you don't alter the 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 plan to 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 text invisible. This permits you to classify the text into different subsets in advance, by giving them different @code{invisible} values, and subsequently make various subsets visible or invisible by changing the value of @code{buffer-invisibility-spec}. Controlling visibility with @code{buffer-invisibility-spec} is especially useful in a program to display the list of entries in a database. It permits the implementation of convenient filtering commands to view just a part of the entries in the database. Setting this variable is very fast, much faster than scanning all the text in the buffer looking for properties to change. @defvar buffer-invisibility-spec This variable specifies which kinds of @code{invisible} properties actually make a character invisible. Setting this variable makes it buffer-local. @table @asis @item @code{t} A character is invisible if its @code{invisible} property is non-@code{nil}. This is the default. @item a list Each element of the list specifies a criterion for invisibility; if a character'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 value is @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 value is @var{atom} or if it is a list with @var{atom} as a member. Moreover, a sequence of such characters displays as 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 element This 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 element This 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 a major 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 care whether the text is invisible. The user-level line motion commands explicitly ignore invisible newlines if @code{line-move-ignore-invisible} is non-@code{nil} (the default), but only because they are explicitly programmed to do so. However, if a command ends with point inside or immediately before invisible text, the main editing loop moves point further forward or further backward (in the same direction that the command already moved it) until that condition is no longer true. Thus, if the command moved point back into an invisible range, Emacs moves point back to the beginning of that range, and then back one more character. If the command moved point forward into an invisible range, Emacs moves point forward up to the first visible character that follows the invisible text. Incremental search can make invisible overlays visible temporarily and/or permanently when a match includes invisible text. To enable this, the overlay should have a non-@code{nil} @code{isearch-open-invisible} property. The property value should be a function to be called with the overlay as an argument. This function should make the overlay visible permanently; it is used when the match overlaps the overlay on exit from the search. During the search, such overlays are made temporarily visible by temporarily modifying their invisible and intangible properties. If you want 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, and the second is @code{nil} to make the overlay visible, or @code{t} to make it invisible again. @node Selective Display @section Selective Display @c @cindex selective display Duplicates selective-display @dfn{Selective display} refers to a pair of related features for hiding certain lines on the screen. The first variant, explicit selective display, is designed for use in a Lisp program: it controls which lines are hidden by altering the text. This kind of hiding in some ways resembles the effect of the @code{invisible} property (@pxref{Invisible Text}), but the two features are different and do not work the same way. In the second variant, the choice of lines to hide is made automatically based on indentation. This variant is designed to be a user-level feature. The way you control explicit selective display is by replacing a newline (control-j) with a carriage return (control-m). The text that was formerly a line following that newline is now hidden. Strictly speaking, it is temporarily no longer a line at all, since only newlines can separate lines; it is now part of the previous line. Selective display does not directly affect editing commands. For example, @kbd{C-f} (@code{forward-char}) moves point unhesitatingly into hidden text. However, the replacement of newline characters with carriage return characters affects some editing commands. For example, @code{next-line} skips hidden lines, since it searches only for newlines. Modes that use selective display can also define commands that take account of the newlines, or that control which parts of the text are hidden. When you write a selectively displayed buffer into a file, all the control-m's are output as newlines. This means that when you next read in the file, it looks OK, with nothing hidden. The selective display effect is seen only within Emacs. @defvar selective-display This buffer-local variable enables selective display. This means that lines, or portions of lines, may be made hidden. @itemize @bullet @item If the value of @code{selective-display} is @code{t}, then the character control-m marks the start of hidden text; the control-m, and the rest of the line following it, are not displayed. This is explicit selective display. @item If the value of @code{selective-display} is a positive integer, then lines that start with more than that many columns of indentation are not displayed. @end itemize When some portion of a buffer is hidden, the vertical movement commands 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}) do not skip the hidden portion, and it is possible (if tricky) to insert or delete text in an hidden portion. In the examples below, we show the @emph{display appearance} of the buffer @code{foo}, which changes with the value of @code{selective-display}. The @emph{contents} of the buffer do not change. @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 column 1 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 column 1 on this column ---------- Buffer: foo ---------- @end group @end example @end defvar @defvar selective-display-ellipses If 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 column 1 on this column ---------- Buffer: foo ---------- @end group @end example You 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 a buffer and then present it to the user for perusal rather than for editing. 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 output they print into the buffer named @var{buffer-name}, which is first created if necessary, and put into Help mode. Finally, the buffer is displayed 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 the end, and also scans it for function and variable names to make them into clickable cross-references. @xref{Docstring hyperlinks, , Tips for Documentation Strings}, in particular the item on hyperlinks in documentation strings, for more details. The string @var{buffer-name} specifies the temporary buffer, which need not already exist. The argument must be a string, not a buffer. The buffer is erased initially (with no questions asked), and it is marked as unmodified after @code{with-output-to-temp-buffer} exits. @code{with-output-to-temp-buffer} binds @code{standard-output} to the temporary buffer, then it evaluates the forms in @var{forms}. Output using the Lisp output functions within @var{forms} goes by default to that buffer (but screen display and messages in the echo area, although they are ``output'' in the general sense of the word, are not affected). @xref{Output Functions}. Several hooks are available for customizing the behavior of 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 ---------- 20 # ---------- Buffer: foo ---------- @end group @end example @end defspec @defvar temp-buffer-show-function If 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. The function 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 buffer selected. @end defvar @defvar temp-buffer-setup-hook This normal hook is run by @code{with-output-to-temp-buffer} before evaluating @var{body}. When the hook runs, the temporary buffer is current. This hook is normally set up with a function to put the buffer in Help mode. @end defvar @defvar temp-buffer-show-hook This normal hook is run by @code{with-output-to-temp-buffer} after displaying the temporary buffer. When the hook runs, the temporary buffer is current, and the window it was displayed in is selected. This hook is normally set up with a function to make the buffer read only, and find function names and variable names in it, provided the major mode is Help mode. @end defvar @defun momentary-string-display string position &optional char message This function momentarily displays @var{string} in the current buffer at @var{position}. It has no effect on the undo list or on the buffer's modification status. The momentary display remains until the next input event. If the next input event is @var{char}, @code{momentary-string-display} ignores it and returns. Otherwise, that event remains buffered for subsequent use as input. Thus, typing @var{char} will simply remove the string from the display, while typing (say) @kbd{C-f} will remove the string from the 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 can do the same job in a more general way by creating (and then subsequently deleting) an overlay with a @code{before-string} property. @xref{Overlay Properties}. If @var{message} is non-@code{nil}, it is displayed in the echo area while @var{string} is displayed in the buffer. If it is @code{nil}, a default message says to type @var{char} to continue. In this example, point is initially located at the beginning of the second 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 overlays You can use @dfn{overlays} to alter the appearance of a buffer's text on the screen, for the sake of presentation features. An overlay is an object that belongs to a particular buffer, and has a specified beginning and end. It also has properties that you can examine and set; these affect the display of the text within the overlay. An overlay uses markers to record its beginning and end; thus, editing the text of the buffer adjusts the beginning and end of each overlay so that it stays with the text. When you create the overlay, you can specify whether text inserted at the beginning should be inside 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 move overlays, and to examine their contents. Overlay changes are not recorded in the buffer's undo list, since the overlays are not part of the buffer's contents. @defun overlayp object This function returns @code{t} if @var{object} is an overlay. @end defun @defun make-overlay start end &optional buffer front-advance rear-advance This 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 or markers. If @var{buffer} is omitted, the overlay is created in the current buffer. The arguments @var{front-advance} and @var{rear-advance} specify the marker insertion type for the start of the overlay and for the end of the overlay, respectively. @xref{Marker Insertion Types}. If they are both @code{nil}, the default, then the overlay extends to include any text inserted at the beginning, but not text inserted at the end. If @var{front-advance} is non-@code{nil}, text inserted at the beginning of the overlay is excluded from the overlay. If @var{rear-advance} is non-@code{nil}, text inserted at the end of the overlay is included in the overlay. @end defun @defun overlay-start overlay This function returns the position at which @var{overlay} starts, as an integer. @end defun @defun overlay-end overlay This function returns the position at which @var{overlay} ends, as an integer. @end defun @defun overlay-buffer overlay This function returns the buffer that @var{overlay} belongs to. It returns @code{nil} if @var{overlay} has been deleted. @end defun @defun delete-overlay overlay This function deletes @var{overlay}. The overlay continues to exist as a Lisp object, and its property list is unchanged, but it ceases to be attached to the buffer it belonged to, and ceases to have any effect on display. A deleted overlay is not permanently disconnected. You can give it a position in a buffer again by calling @code{move-overlay}. @end defun @defun move-overlay overlay start end &optional buffer This function moves @var{overlay} to @var{buffer}, and places its bounds at @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 it was already associated with; if @var{overlay} was deleted, it goes into the current buffer. The return value is @var{overlay}. This is the only valid way to change the endpoints of an overlay. Do not try modifying the markers in the overlay by hand, as that fails to update other vital data structures and can cause some overlays to be ``lost.'' @end defun @defun remove-overlays &optional start end name value This function removes all the overlays between @var{start} and @var{end} whose property @var{name} has the value @var{value}. It can move 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 in the 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 the current buffer. @end defun Here are some examples: @example ;; @r{Create an overlay.} (setq foo (make-overlay 1 10)) @result{} # (overlay-start foo) @result{} 1 (overlay-end foo) @result{} 10 (overlay-buffer foo) @result{} # ;; @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-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{} # ;; @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{} # ;; @r{Verify the results.} (overlay-start foo) @result{} 1 (overlay-end foo) @result{} 20 (overlay-buffer foo) @result{} # ;; @r{Moving and deleting the overlay does not change its properties.} (overlay-get foo 'happy) @result{} t @end example Emacs stores the overlays of each buffer in two lists, divided around an arbitrary ``center position.'' One list extends backwards through the buffer from that center position, and the other extends forwards from that center position. The center position can be anywhere in the buffer. @defun overlay-recenter pos This function recenters the overlays of the current buffer around position @var{pos}. That makes overlay lookup faster for positions near @var{pos}, but slower for positions far away from @var{pos}. @end defun A loop that scans the buffer forwards, creating overlays, can run faster if you do @code{(overlay-recenter (point-max))} first. @node Overlay Properties @subsection Overlay Properties Overlay properties are like text properties in that the properties that alter how a character is displayed can come from either source. But in most respects they are different. @xref{Text Properties}, for comparison. Text properties are considered a part of the text; overlays and their properties are specifically considered not to be part of the text. Thus, copying text between various buffers and strings preserves 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. Unlike text property changes, overlay property changes are not recorded in the buffer's undo list. These functions read and set the properties of an overlay: @defun overlay-get overlay prop This function returns the value of property @var{prop} recorded in @var{overlay}, if any. If @var{overlay} does not record any value for that property, but it does have a @code{category} property which is a symbol, that symbol's @var{prop} property is used. Otherwise, the value is @code{nil}. @end defun @defun overlay-put overlay prop value This function sets the value of property @var{prop} recorded in @var{overlay} to @var{value}. It returns @var{value}. @end defun @defun overlay-properties overlay This returns a copy of the property list of @var{overlay}. @end defun See also the function @code{get-char-property} which checks both overlay properties and text properties for a given character. @xref{Examining Properties}. Many overlay properties have special meanings; here is a table of 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 two or more overlays cover the same character and both specify the same property; the one whose @code{priority} value is larger takes priority over the other. For the @code{face} property, the higher priority value does not completely replace the other; instead, its face attributes override the face attributes of the lower priority @code{face} property. Currently, all overlays take priority over text properties. Please avoid using negative priority values, as we have not yet decided just what they should mean. @item window @kindex window @r{(overlay property)} If the @code{window} property is non-@code{nil}, then the overlay applies 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 properties of 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, which font 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 @item A face name (a symbol or string). @item A property list of face attributes. This has the form (@var{keyword} @var{value} @dots{}), where each @var{keyword} is a face attribute name and @var{value} is a meaningful value for that attribute. With this feature, you do not need to create a face each time you want to specify a particular attribute for certain text. @xref{Face Attributes}. @item A cons cell, either of the form @code{(foreground-color . @var{color-name})} or @code{(background-color . @var{color-name})}. These elements specify just 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 within the range of the overlay. @item display @kindex display @r{(overlay property)} This property activates various features that change the way text is displayed. For example, it can make text appear taller or 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 the mouse onto the text in the overlay, Emacs displays a help string in the echo area, or in the tooltip window. For details see @ref{Text help-echo}. @item modification-hooks @kindex modification-hooks @r{(overlay property)} This property's value is a list of functions to be called if any character within the overlay is changed or if text is inserted strictly within the overlay. The hook functions are called both before and after each change. If the functions save the information they receive, and compare notes between calls, they can determine exactly what change has been made in the buffer text. When called before a change, each function receives four arguments: the overlay, @code{nil}, and the beginning and end of the text range to be modified. When called after a change, each function receives five arguments: the overlay, @code{t}, the beginning and end of the text range just modified, and the length of the pre-change text replaced by that range. (For an insertion, the pre-change length is zero; for a deletion, that length is the number of characters deleted, and the post-change beginning and end are equal.) If these functions modify the buffer, they should bind @code{inhibit-modification-hooks} to @code{t} around doing so, to avoid confusing the internal mechanism that calls these hooks. Text properties also support the @code{modification-hooks} property, but the details are somewhat different (@pxref{Special Properties}). @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 and after inserting text right at the beginning of the overlay. The calling conventions 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 and after inserting text right at the end of the overlay. The calling conventions 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 overlay invisible, 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-invisible This property tells incremental search how to make an invisible overlay visible, permanently, if the final match overlaps it. @xref{Invisible Text}. @item isearch-open-invisible-temporary This property tells incremental search how to make an invisible overlay visible, 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 beginning of the overlay. The string does not appear in the buffer in any sense---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 of the overlay. The string does not appear in the buffer in any sense---only on the screen. @item evaporate @kindex evaporate @r{(overlay property)} If this property is non-@code{nil}, the overlay is deleted automatically if it becomes empty (i.e., if its length becomes zero). If you give an empty overlay a non-@code{nil} @code{evaporate} property, that deletes it 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 portion of the text. The property's value replaces the buffer's local map, when the 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 the buffer'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 pos This function returns a list of all the overlays that cover the character at position @var{pos} in the current buffer. The list is in no particular order. An overlay contains position @var{pos} if it begins at or before @var{pos}, and ends after @var{pos}. To illustrate usage, here is a Lisp function that returns a list of the overlays 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 end This function returns a list of the overlays that overlap the region @var{beg} through @var{end}. ``Overlap'' means that at least one character is contained within the overlay and also contained within the specified region; however, empty overlays are included in the result if they are located at @var{beg}, or strictly between @var{beg} and @var{end}. @end defun @defun next-overlay-change pos This function returns the buffer position of the next beginning or end of an overlay, after @var{pos}. If there is none, it returns @code{(point-max)}. @end defun @defun previous-overlay-change pos This function returns the buffer position of the previous beginning or end of an overlay, before @var{pos}. If there is none, it returns @code{(point-min)}. @end defun As an example, here's a simplified (and inefficient) version of the primitive function @code{next-single-char-property-change} (@pxref{Property Search}). It searches forward from position @var{pos} for the next position where the value of a given property @code{prop}, as obtained from either overlays or text properties, changes. @smallexample (defun next-single-char-property-change (position prop) (save-excursion (goto-char position) (let ((propval (get-char-property (point) prop))) (while (and (not (eobp)) (eq (get-char-property (point) prop) propval)) (goto-char (min (next-overlay-change (point)) (next-single-property-change (point) prop))))) (point))) @end smallexample @node Width @section Width Since not all characters have the same width, these functions let you check the width of a character. @xref{Primitive Indent}, and @ref{Screen Lines}, for related functions. @defun char-width char This 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 string This 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 ellipsis This 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 in the result. Thus, the result can fall short of @var{width} but cannot go 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 of the string are omitted from the value. If one multi-column character in @var{string} extends across the column @var{start-column}, that character is not included. The optional argument @var{padding}, if non-@code{nil}, is a padding character added at the beginning and end of the result string, to extend it to exactly @var{width} columns. The padding character is used at the end of the result if it falls short of @var{width}. It is also used at the 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 will replace the end of @var{str} (including any padding) if it extends beyond @var{end-column}, unless the display width of @var{str} is equal 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 the contents of the line, plus optional additional vertical line spacing above or below the display line. The height of the line contents is the maximum height of any character or image on that display line, including the final newline if there is one. (A display line that is continued doesn't include a final newline.) That is the default line height, if you do nothing to specify a greater height. (In the most common case, this equals the height of the default frame font.) There are several ways to explicitly specify a larger line height, either by specifying an absolute height for the display line, or by specifying vertical space. However, no matter what you specify, the actual line height can never be less than the default. @kindex line-height @r{(text property)} A newline can have a @code{line-height} text or overlay property that controls the total height of the display line ending in that newline. If the property value is @code{t}, the newline character has no effect on the displayed height of the line---the visible contents alone determine the height. This is useful for tiling small images (or image slices) without adding blank areas between the images. If the property value is a list of the form @code{(@var{height} @var{total})}, that adds extra space @emph{below} the display line. First Emacs uses @var{height} as a height spec to control extra space @emph{above} the line; then it adds enough space @emph{below} the line to bring the total line height up to @var{total}. In this case, the other ways to specify the line spacing are ignored. Any other kind of property value is a height spec, which translates into a number---the specified line height. There are several ways to write a height spec; here's how each of them translates into a number: @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 value is @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 height is @var{ratio} times the height of face @var{face}. @var{ratio} can be 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 height is @var{ratio} times the height of the contents of the line. @end table Thus, any valid height spec determines the height in pixels, one way or another. If the line contents' height is less than that, Emacs adds extra vertical space above the line to achieve the specified total height. If you don't specify the @code{line-height} property, the line's height consists of the contents' height plus the line spacing. There are several ways to specify the line spacing for different parts 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} is non-@code{nil}, it overrides the frame's @code{line-spacing} parameter. An integer value specifies the number of pixels put below lines on graphical displays. A floating point number specifies the spacing relative to the frame's default line height. @vindex line-spacing You can specify the line spacing for all lines in a buffer via the buffer-local @code{line-spacing} variable. An integer value specifies the number of pixels put below lines on graphical displays. A floating point number specifies the spacing relative to the default frame line height. 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 overlay property that overrides the default frame line spacing and the buffer local @code{line-spacing} variable, for the display line ending in that newline. One way or another, these mechanisms specify a Lisp value for the spacing of each line. The value is a height spec, and it translates into a Lisp value as described above. However, in this case the numeric height value specifies the line spacing, rather than the line height. @node Faces @section Faces @cindex faces A @dfn{face} is a named collection of graphical attributes: font family, foreground color, background color, optional underlining, and many others. Faces are used in Emacs to control the style of display of particular parts of the text or the frame. @xref{Standard Faces,,, emacs, The GNU Emacs Manual}, for the list of faces Emacs normally comes with. @cindex face id Each face has its own @dfn{face number}, which distinguishes faces at low levels within Emacs. However, for most purposes, you refer to faces in Lisp programs by the symbols that name them. @defun facep object This function returns @code{t} if @var{object} is a face name string or symbol. It returns @code{nil} otherwise. @end defun Each face name is meaningful for all frames, and by default it has the same meaning in all frames. But you can arrange to give a particular face 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 a kind of customization item (@pxref{Customization}) which the user can customize using the Customization buffer (@pxref{Easy Customization,,, emacs, The GNU Emacs Manual}). @defmac defface face spec doc [keyword value]@dots{} This declares @var{face} as a customizable face that defaults according to @var{spec}. You should not quote the symbol @var{face}, and it should not end in @samp{-face} (that would be redundant). The argument @var{doc} specifies the face documentation. The keywords you can 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 the init file (@pxref{Init File}) to override that specification. When you evaluate a @code{defface} form with @kbd{C-M-x} in Emacs Lisp mode (@code{eval-defun}), a special feature of @code{eval-defun} overrides any customizations of the face. This way, the face reflects exactly what the @code{defface} says. The purpose of @var{spec} is to specify how the face should appear on different kinds of terminals. It should be an alist whose elements have the form @code{(@var{display} @var{atts})}. Each element's @sc{car}, @var{display}, specifies a class of terminals. (The first element, if its @sc{car} is @code{default}, is special---it specifies defaults for the remaining elements). The element's @sc{cadr}, @var{atts}, is a list of face attributes and their values; it specifies 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 which frames the element matches. If more than one element of @var{spec} matches a given frame, the first element that matches is the one used for 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, it specifies defaults that apply to all frames. This kind of element, if used, must be the first element of @var{spec}. Each of the following elements can override any or all of these defaults. @item @code{t} This element of @var{spec} matches all frames. Therefore, any subsequent elements of @var{spec} are never used. Normally @code{t} is used in the last (or only) element of @var{spec}. @item a list If @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} should apply to. Here are the possible values of @var{characteristic}: @table @code @item type The kind of window system the frame uses---either @code{graphic} (any graphics-capable display), @code{x}, @code{pc} (for the MS-DOS console), @code{w32} (for MS Windows 9X/NT/2K/XP), @code{mac} (for the Macintosh display), or @code{tty} (a non-graphics-capable display). @xref{Window Systems, window-system}. @item class What kinds of colors the frame supports---either @code{color}, @code{grayscale}, or @code{mono}. @item background The kind of background---either @code{light} or @code{dark}. @item min-colors An integer that represents the minimum number of colors the frame should support. This matches a frame if its @code{display-color-cells} value is at least the specified integer. @item supports Whether or not the frame can display the face attributes given in @var{value}@dots{} (@pxref{Face Attributes}). See the documentation for the function @code{display-supports-face-attributes-p} for more information on exactly how this testing is done. @xref{Display Face Attribute Testing}. @end table If an element of @var{display} specifies more than one @var{value} for a given @var{characteristic}, any of those values is acceptable. If @var{display} has more than one element, each element should specify a different @var{characteristic}; then @emph{each} characteristic of the frame 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 (defface region '((((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 user with the customization buffer, @code{customized-face} for the attributes customized by the user for the current session, but not saved, and @code{face-documentation} for the documentation string. @defopt frame-background-mode This option, if non-@code{nil}, specifies the background type to use for interpreting face definitions. If it is @code{dark}, then Emacs treats all frames as if they had a dark background, regardless of their actual background colors. If it is @code{light}, then Emacs treats all frames as 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{face attributes}. This table lists all the face attributes, and what they mean. You can specify more than one face for a given piece of text; Emacs merges the attributes of all the faces to determine how to display the text. @xref{Displaying Faces}. Any attribute in a face can have the value @code{unspecified}. This means the face doesn't specify that attribute. In face merging, when the first face fails to specify a particular attribute, that means the next face gets a chance. However, the @code{default} face must specify all attributes. Some of these font attributes are meaningful only on certain kinds of displays---if your display cannot handle a certain attribute, the attribute is ignored. (The attributes @code{:family}, @code{:width}, @code{:height}, @code{:weight}, and @code{:slant} correspond to parts of an X Logical Font Descriptor.) @table @code @item :family Font family name, or fontset name (@pxref{Fontsets}). If you specify a font family name, the wild-card characters @samp{*} and @samp{?} are allowed. @item :width Relative proportionate width, also known as the character set width or set 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 :height Either the font height, an integer in units of 1/10 point, a floating point number specifying the amount by which to scale the height of any underlying face, or a function, which is called with the old height (from the underlying face), and should return the new height. @item :weight Font 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 as extra bright, and any weight less than normal is displayed as half-bright (provided the terminal supports the feature). @item :slant Font 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, if the terminal supports the feature. @item :foreground Foreground color, a string. The value can be a system-defined color name, 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} is blue, and @samp{#ffffff} is white.) @item :background Background color, a string, like the foreground color. @item :inverse-video Whether or not characters should be displayed in inverse video. The value should be @code{t} (yes) or @code{nil} (no). @item :stipple The background stipple, a bitmap. The value can be a string; that should be the name of a file containing external-format X bitmap data. The file is found in the directories listed in the variable @code{x-bitmap-file-path}. Alternatively, the value can specify the bitmap directly, with a list of 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 by row. Each row occupies @math{(@var{width} + 7) / 8} consecutive bytes in 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 is used automatically to handle certain shades of gray. @item :underline Whether or not characters should be underlined, and in what color. If the value is @code{t}, underlining uses the foreground color of the face. If the value is a string, underlining uses that color. The value @code{nil} means do not underline. @item :overline Whether or not characters should be overlined, and in what color. The value is used like that of @code{:underline}. @item :strike-through Whether or not characters should be strike-through, and in what color. The value is used like that of @code{:underline}. @item :inherit The name of a face from which to inherit attributes, or a list of face names. Attributes from inherited faces are merged into the face like an underlying face would be, with higher priority than underlying faces. If a list of faces is used, attributes from faces earlier in the list override those from later faces. @item :box Whether or not a box should be drawn around characters, its color, the width of the box lines, and 3D appearance. @end table Here are the possible values of the @code{:box} attribute, and what they 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 is the foreground color of the face for simple boxes, and the background color 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 being pressed. If it is @code{pressed-button}, the box looks like a 3D button that is being pressed. If it is @code{nil} or omitted, a plain 2D box is used. @end table In older versions of Emacs, before @code{:family}, @code{:height}, @code{:width}, @code{:weight}, and @code{:slant} existed, these attributes were used to specify the type face. They are now semi-obsolete, but they still work: @table @code @item :font This attribute specifies the font name. @item :bold A non-@code{nil} value specifies a bold font. @item :italic A non-@code{nil} value specifies an italic font. @end table For compatibility, you can still set these ``attributes,'' even though they are not real face attributes. Here is what that does: @table @code @item :font You 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 matches the pattern is used to set these attributes. @item :bold A non-@code{nil} makes the face bold; @code{nil} makes it normal. This actually works by setting the @code{:weight} attribute. @item :italic A 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-path This variable specifies a list of directories for searching for bitmap files, for the @code{:stipple} attribute. @end defvar @defun bitmap-spec-p object This 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 This section describes the functions for accessing and modifying the attributes of an existing face. @defun set-face-attribute face frame &rest arguments This function sets one or more attributes of face @var{face} for frame @var{frame}. The attributes you specify this way override whatever the @code{defface} says. The extra arguments @var{arguments} specify the attributes to set, and the 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 @noindent sets the attributes @code{:width}, @code{:weight} and @code{:underline} to the corresponding values. If @var{frame} is @code{t}, this function sets the default attributes for new frames. Default attribute values specified this way override the @code{defface} for newly created frames. If @var{frame} is @code{nil}, this function sets the attributes for all existing frames, and the default for new frames. @end defun @defun face-attribute face attribute &optional frame inherit This 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}, this returns whatever new-frames default value you previously specified with @code{set-face-attribute} for the @var{attribute} attribute of @var{face}. If you have not specified one, it returns @code{nil}. 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} is non-@code{nil}, @var{face}'s definition of @var{attribute} is merged with the faces specified by its @code{:inherit} attribute; however the return value may still be @code{unspecified} or relative. If @var{inherit} is a face or a list of faces, then the result is further merged with that face (or faces), until it becomes specified and absolute. To ensure that the return value is always specified and absolute, use a value of @code{default} for @var{inherit}; this will resolve any unspecified 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 @defun face-attribute-relative-p attribute value This function returns non-@code{nil} if @var{value}, when used as the value of the face attribute @var{attribute}, is relative. This means it would modify, rather than completely override, any value that comes from a subsequent face in the face list or that is inherited from another face. @code{unspecified} is a relative value for all attributes. For @code{:height}, floating point values are also relative. For example: @example (face-attribute-relative-p :height 2.0) @result{} t @end example @end defun @defun merge-face-attribute attribute value1 value2 If @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 the face attribute @var{attribute}, returns @var{value1} unchanged. @end defun The functions above did not exist before Emacs 21. For compatibility with older Emacs versions, you can use the following functions to set and examine the face attributes which existed in those versions. They use values of @code{t} and @code{nil} for @var{frame} just like @code{set-face-attribute} and @code{face-attribute}. @defun set-face-foreground face color &optional frame @defunx set-face-background face color &optional frame These functions set the foreground (or background, respectively) color of face @var{face} to @var{color}. The argument @var{color} should be a string, the name of a color. Certain shades of gray are implemented by stipple patterns on black-and-white screens. @end defun @defun set-face-stipple face pattern &optional frame This function sets the background stipple pattern of face @var{face} to @var{pattern}. The argument @var{pattern} should be the name of a stipple 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, because they are used automatically to handle certain shades of gray. @end defun @defun set-face-font face font &optional frame This function sets the font of face @var{face}. This actually sets the 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 frame This 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 frame This 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 &optional frame This function sets the underline attribute of face @var{face}. Non-@code{nil} means do underline; @code{nil} means don't. If @var{underline} is a string, underline with that color. @end defun @defun set-face-inverse-video-p face inverse-video-p &optional frame This function sets the @code{:inverse-video} attribute of face @var{face}. @end defun @defun invert-face face &optional frame This function swaps the foreground and background colors of face @var{face}. @end defun These functions examine the attributes of a face. If you don't specify @var{frame}, they refer to the selected frame; @code{t} refers to the default data for new frames. They return the symbol @code{unspecified} if the face doesn't define any value for that attribute. @defun face-foreground face &optional frame inherit @defunx face-background face &optional frame inherit These 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 is returned. 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 a specified color is found. To ensure that the return value is always specified, use a value of @code{default} for @var{inherit}. @end defun @defun face-stipple face &optional frame inherit This 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 the face is returned. 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 a specified stipple is found. To ensure that the return value is always specified, use a value of @code{default} for @var{inherit}. @end defun @defun face-font face &optional frame This function returns the name of the font of face @var{face}. @end defun @defun face-bold-p face &optional frame This function returns @code{t} if @var{face} is bold---that is, if it is bolder than normal. It returns @code{nil} otherwise. @end defun @defun face-italic-p face &optional frame This function returns @code{t} if @var{face} is italic or oblique, @code{nil} otherwise. @end defun @defun face-underline-p face &optional frame This function returns the @code{:underline} attribute of face @var{face}. @end defun @defun face-inverse-video-p face &optional frame This 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 @item With defaults. The @code{default} face is used as the ultimate default for all text. (In Emacs 19 and 20, the @code{default} face is used only when no other face is specified.) @item For a mode line or header line, the face @code{mode-line} or @code{mode-line-inactive}, or @code{header-line}, is merged in just before @code{default}. @item With text properties. A character can have a @code{face} property; if so, the faces and face attributes specified there apply. @xref{Special Properties}. If the character has a @code{mouse-face} property, that is used instead of the @code{face} property when the mouse is ``near enough'' to the character. @item With overlays. An overlay can have @code{face} and @code{mouse-face} properties too; they apply to all the text covered by the overlay. @item With a region that is active. In Transient Mark mode, the region is highlighted with the face @code{region} (@pxref{Standard Faces,,, emacs, The GNU Emacs Manual}). @item With special glyphs. Each glyph can specify a particular face number. @xref{Glyphs}. @end itemize If these various sources together specify more than one face for a particular character, Emacs merges the attributes of the various faces specified. For each attribute, Emacs tries first the face of any special glyph; then the face for region highlighting, if appropriate; then the faces specified by overlays, followed by those specified by text properties, then the @code{mode-line} or @code{mode-line-inactive} or @code{header-line} face (if in a mode line or a header line), and last the @code{default} face. When multiple overlays cover one character, an overlay with higher priority overrides those with lower priority. @xref{Overlays}. @node Font Selection @subsection Font Selection @dfn{Selecting a font} means mapping the specified face attributes for a character to a font that is available on a particular display. The face attributes, as determined by face merging, specify most of the font choice, but not all. Part of the choice depends on what character it is. If the face specifies a fontset name, that fontset determines a pattern for fonts of the given charset. If the face specifies a font family, a font pattern is constructed. Emacs tries to find an available font for the given face attributes and character's registry and encoding. If there is a font that matches exactly, it is used, of course. The hard case is when no available font exactly fits the specification. Then Emacs looks for one that is ``close''---one attribute at a time. You can specify the order to consider the attributes. In the case where a specified font family is not available, you can specify a set of mappings for alternatives to try. @defvar face-font-selection-order This variable specifies the order of importance of the face attributes @code{:width}, @code{:height}, @code{:weight}, and @code{:slant}. The value should be a list containing those four symbols, in order of decreasing importance. Font selection first finds the best available matches for the first attribute listed; then, among the fonts which are best in that way, it searches for the best matches in the second attribute, and so on. The attributes @code{:weight} and @code{:width} have symbolic values in a range centered around @code{normal}. Matches that are more extreme (farther from @code{normal}) are somewhat preferred to matches that are less extreme (closer to @code{normal}); this is designed to ensure that non-normal faces contrast with normal ones, whenever possible. The default is @code{(:width :height :weight :slant)}, which means first find the fonts closest to the specified @code{:width}, then---among the fonts 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 the default font has no italic equivalent. With the default ordering, the @code{italic} face will use a non-italic font that is similar to the default one. But if you put @code{:slant} before @code{:height}, the @code{italic} face will use an italic font, even if its height is not quite right. @end defvar @defvar face-font-family-alternatives This variable lets you specify alternative font families to try, if a given family is specified and doesn't exist. Each element should have this form: @example (@var{family} @var{alternate-families}@dots{}) @end example If @var{family} is specified but not available, Emacs will try the other families given in @var{alternate-families}, one by one, until it finds a family that does exist. @end defvar @defvar face-font-registry-alternatives This variable lets you specify alternative font registries to try, if a given registry is specified and doesn't exist. Each element should have this form: @example (@var{registry} @var{alternate-registries}@dots{}) @end example If @var{registry} is specified but not available, Emacs will try the other 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 use them, since the use of too many or too big scalable fonts can crash XFree86 servers. @defvar scalable-fonts-allowed This 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 a scalable font is enabled for use if its name matches any regular expression in the list. For example, @example (setq scalable-fonts-allowed '("muleindian-2$")) @end example @noindent allows the use of scalable fonts with registry @code{muleindian-2}. @end defvar @defvar face-font-rescale-alist This variable specifies scaling for certain faces. Its value should be a list of elements of the form @example (@var{fontname-regexp} . @var{scale-factor}) @end example If @var{fontname-regexp} matches the font name that is about to be used, this says to choose a larger similar font according to the factor @var{scale-factor}. You would use this feature to normalize the font size if certain fonts are bigger or smaller than their nominal 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 name This function defines a new face named @var{name}, initially with all attributes @code{nil}. It does nothing if there is already a face named @var{name}. @end defun @defun face-list This function returns a list of all defined face names. @end defun @defun copy-face old-face new-name &optional frame new-frame This function defines a face named @var{new-name} as a copy of the existing face named @var{old-face}. It creates the face @var{new-name} if that doesn't already exist. If the optional argument @var{frame} is given, this function applies only 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 face This function returns the face number of face @var{face}. @end defun @defun face-documentation face This 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 frame This returns @code{t} if the faces @var{face1} and @var{face2} have the same attributes for display. @end defun @defun face-differs-from-default-p face &optional frame This returns non-@code{nil} if the face @var{face} displays differently from the default face. @end defun @cindex face alias A @dfn{face alias} provides an equivalent name for a face. You can define a face alias by giving the alias symbol the @code{face-alias} property, with a value of the target face name. The following example makes @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 This hook is used for automatically assigning faces to text in the buffer. It is part of the implementation of Jit-Lock mode, used by Font-Lock. @defvar fontification-functions This variable holds a list of functions that are called by Emacs redisplay as needed to assign faces automatically to text in the buffer. The functions are called in the order listed, with one argument, a buffer position @var{pos}. Each function should attempt to assign faces to 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 text already. It is probably a good idea for each function to do nothing if the character after @var{pos} already has a non-@code{nil} @code{fontified} property, but this is not required. If one function overrides the assignments made by a previous one, the properties as they are after the last function finishes are the ones that really matter. For efficiency, we recommend writing these functions so that they usually 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 maximum This function returns a list of available font names that match @var{pattern}. If the optional arguments @var{face} and @var{frame} are specified, 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 wildcard characters: the @samp{*} character matches any substring, and the @samp{?} character matches any single character. Pattern matching of 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 to return. If this is non-@code{nil}, then the return value is truncated after the first @var{maximum} matching fonts. Specifying a small value for @var{maximum} can make this function much faster, in cases where many fonts match the pattern. @end defun @defun x-family-fonts &optional family frame This 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 all available fonts. Otherwise, @var{family} must be a string; it may contain the wildcards @samp{?} and @samp{*}. The list describes the display that @var{frame} is on; if @var{frame} is omitted 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 example The first five elements correspond to face attributes; if you specify 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 and encoding 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 This function returns a list of the font families available for @var{frame}'s display. If @var{frame} is omitted or @code{nil}, it describes 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 @noindent Here @var{family} is a font family, and @var{fixed-p} is non-@code{nil} if fonts of that family are fixed-pitch. @end defun @defvar font-list-limit This variable specifies maximum number of fonts to consider in font matching. The function @code{x-family-fonts} will not return more than that many fonts, and font selection will consider only that many fonts when searching a matching font for face attributes. The default is currently 100. @end defvar @node Fontsets @subsection Fontsets A @dfn{fontset} is a list of fonts, each assigned to a range of character codes. An individual font cannot display the whole range of characters 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 name when you specify the ``font'' for a frame or a face. Here is information about defining a fontset under Lisp program control. @defun create-fontset-from-fontset-spec fontset-spec &optional style-variant-p noerror This function defines a new fontset according to the specification string @var{fontset-spec}. The string should have this format: @smallexample @var{fontpattern}, @r{[}@var{charsetname}:@var{fontname}@r{]@dots{}} @end smallexample @noindent Whitespace characters before and after the commas are ignored. The first part of the string, @var{fontpattern}, should have the form of a 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 either name. If a fontset with the same name already exists, an error is signaled, unless @var{noerror} is non-@code{nil}, in which case this function does nothing. If optional argument @var{style-variant-p} is non-@code{nil}, that says to 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, which is made by altering @var{fontpattern} to indicate the bold or italic status. 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 to use (in this fontset) for one particular character set. Here, @var{charset} is the name of a character set, and @var{font} is the font to use for that character set. You can use this construct any number of times in the specification string. For the remaining character sets, those that you don't specify explicitly, 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 replaced with @samp{ISO8859-1}. In addition, when several consecutive fields are wildcards, Emacs collapses them into a single wildcard. This is to prevent use of auto-scaled fonts. Fonts made by scaling larger fonts are not usable for editing, and scaling a smaller font is not useful because it is better 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 @noindent the font specification for @acronym{ASCII} characters would be this: @example -*-fixed-medium-r-normal-*-24-*-ISO8859-1 @end example @noindent and 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 font specification. Most X distributions include only Chinese fonts that have @samp{song ti} or @samp{fangsong ti} in the @var{family} field. In such a case, @samp{Fontset-@var{n}} can be specified as below: @smallexample Emacs.Fontset-0: -*-fixed-medium-r-normal-*-24-*-*-*-*-*-fontset-24,\ chinese-gb2312:-*-*-medium-r-normal-*-24-*-gb2312*-* @end smallexample @noindent Then, the font specifications for all but Chinese GB2312 characters have @samp{fixed} in the @var{family} field, and the font specification for Chinese GB2312 characters has a wild card @samp{*} in the @var{family} field. @defun set-fontset-font name character fontname &optional frame This function modifies the existing fontset @var{name} to use the font name @var{fontname} for the character @var{character}. If @var{name} is @code{nil}, this function modifies the default fontset, 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 a foundry 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 which registry name is @samp{JISX0208.1983} for all characters belonging to the charset @code{japanese-jisx0208}. @smallexample (set-fontset-font nil 'japanese-jisx0208 '(nil . "JISX0208.1983")) @end smallexample @end defun @defun char-displayable-p char This function returns @code{t} if Emacs ought to be able to display @var{char}. More precisely, if the selected frame's fontset has a font to display the character set that @var{char} belongs to. Fontsets can specify a font on a per-character basis; when the fontset does 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 the sides 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 Indicators:: Displaying indicator icons in the window fringes. * Fringe Cursors:: Displaying cursors in the right fringe. * Fringe Bitmaps:: Specifying bitmaps for fringe indicators. * 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 width of the window fringes. @defvar fringes-outside-margins The fringes normally appear between the display margins and the window text. If the value is non-@code{nil}, they appear outside the display margins. @xref{Display Margins}. @end defvar @defvar left-fringe-width This variable, if non-@code{nil}, specifies the width of the left fringe in pixels. A value of @code{nil} means to use the left fringe width from the window's frame. @end defvar @defvar right-fringe-width This variable, if non-@code{nil}, specifies the width of the right fringe in pixels. A value of @code{nil} means to use the right fringe width from the window's frame. @end defvar The values of these variables take effect when you display the buffer 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 the same window, to make the changes take effect. @defun set-window-fringes window left &optional right outside-margins This 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 left fringe, 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 fringes should appear outside of the display margins. @end defun @defun window-fringes &optional window This function returns information about the fringes of a window @var{window}. If @var{window} is omitted or @code{nil}, the selected window is used. The value has the form @code{(@var{left-width} @var{right-width} @var{outside-margins})}. @end defun @node Fringe Indicators @subsection Fringe Indicators @cindex fringe indicators @cindex indicators, fringe The @dfn{fringe indicators} are tiny icons Emacs displays in the window fringe (on a graphic display) to indicate truncated or continued lines, buffer boundaries, overlay arrow, etc. @defopt indicate-empty-lines @cindex fringes, and empty line indication When this is non-@code{nil}, Emacs displays a special glyph in the fringe of each empty line at the end of the buffer, on graphical displays. @xref{Fringes}. This variable is automatically buffer-local in every buffer. @end defopt @defvar indicate-buffer-boundaries This buffer-local variable controls how the buffer boundaries and window scrolling are indicated in the window fringes. Emacs can indicate the buffer boundaries---that is, the first and last line in the buffer---with angle icons when they appear on the screen. In addition, Emacs can display an up-arrow in the fringe to show that there is text above the screen, and a down-arrow to show there is text below the screen. There are three kinds of basic values: @table @asis @item @code{nil} Don't display any of these fringe icons. @item @code{left} Display the angle icons and arrows in the left fringe. @item @code{right} Display the angle icons and arrows in the right fringe. @item any non-alist Display the angle icons in the left fringe and don't display the arrows. @end table Otherwise the value should be an alist that specifies which fringe indicators to display and where. Each element of the alist should have the form @code{(@var{indicator} . @var{position})}. Here, @var{indicator} is one of @code{top}, @code{bottom}, @code{up}, @code{down}, and @code{t} (which covers all the icons not yet specified), while @var{position} is one of @code{left}, @code{right} and @code{nil}. For example, @code{((top . left) (t . right))} places the top angle bitmap in left fringe, and the bottom angle bitmap as well as both arrow bitmaps in right fringe. To show the angle bitmaps in the left fringe, and no arrow bitmaps, use @code{((top . left) (bottom . left))}. @end defvar @defvar default-indicate-buffer-boundaries The value of this variable is the default value for @code{indicate-buffer-boundaries} in buffers that do not override it. @end defvar @defvar fringe-indicator-alist This buffer-local variable specifies the mapping from logical fringe indicators to the actual bitmaps displayed in the window fringes. These symbols identify the logical fringe indicators: @table @asis @item Truncation and continuation line indicators: @code{truncation}, @code{continuation}. @item Buffer position indicators: @code{up}, @code{down}, @code{top}, @code{bottom}, @code{top-bottom}. @item Empty line indicator: @code{empty-line}. @item Overlay arrow indicator: @code{overlay-arrow}. @item Unknown bitmap indicator: @code{unknown}. @end table The value is an alist where each element @code{(@var{indicator} . @var{bitmaps})} specifies the fringe bitmaps used to display a specific logical fringe indicator. Here, @var{indicator} specifies the logical indicator type, and @var{bitmaps} is list of symbols @code{(@var{left} @var{right} [@var{left1} @var{right1}])} which specifies the actual bitmap shown in the left or right fringe for the logical indicator. The @var{left} and @var{right} symbols specify the bitmaps shown in the left and/or right fringe for the specific indicator. The @var{left1} or @var{right1} bitmaps are used only for the `bottom' and `top-bottom indicators when the last (only) line in has no final newline. Alternatively, @var{bitmaps} may be a single symbol which is used in both left and right fringes. When @code{fringe-indicator-alist} has a buffer-local value, and there is no bitmap defined for a logical indicator, or the bitmap is @code{t}, the corresponding value from the (non-local) @code{default-fringe-indicator-alist} is used. To completely hide a specific indicator, set the bitmap to @code{nil}. @end defvar @defvar default-fringe-indicator-alist The value of this variable is the default value for @code{fringe-indicator-alist} in buffers that do not override it. @end defvar Standard fringe bitmaps for indicators: @example left-arrow right-arrow up-arrow down-arrow left-curly-arrow right-curly-arrow left-triangle right-triangle top-left-angle top-right-angle bottom-left-angle bottom-right-angle left-bracket right-bracket filled-rectangle hollow-rectangle filled-square hollow-square vertical-bar horizontal-bar empty-line question-mark @end example @node Fringe Cursors @subsection Fringe Cursors @cindex fringe cursors @cindex cursor, fringe When a line is exactly as wide as the window, Emacs displays the cursor in the right fringe instead of using two lines. Different bitmaps are used to represent the cursor in the fringe depending on the current buffer's cursor type. @table @asis @item Logical cursor types: @code{box} , @code{hollow}, @code{bar}, @code{hbar}, @code{hollow-small}. @end table The @code{hollow-small} type is used instead of @code{hollow} when the normal @code{hollow-rectangle} bitmap is too tall to fit on a specific display line. @defvar overflow-newline-into-fringe If this is non-@code{nil}, lines exactly as wide as the window (not counting the final newline character) are not continued. Instead, when point is at the end of the line, the cursor appears in the right fringe. @end defvar @defvar fringe-cursor-alist This variable specifies the mapping from logical cursor type to the actual fringe bitmaps displayed in the right fringe. The value is an alist where each element @code{(@var{cursor} . @var{bitmap})} specifies the fringe bitmaps used to display a specific logical cursor type in the fringe. Here, @var{cursor} specifies the logical cursor type and @var{bitmap} is a symbol specifying the fringe bitmap to be displayed for that logical cursor type. When @code{fringe-cursor-alist} has a buffer-local value, and there is no bitmap defined for a cursor type, the corresponding value from the (non-local) @code{default-fringes-indicator-alist} is used. @end defvar @defvar default-fringes-cursor-alist The value of this variable is the default value for @code{fringe-cursor-alist} in buffers that do not override it. @end defvar Standard bitmaps for displaying the cursor in right fringe: @example filled-rectangle hollow-rectangle filled-square hollow-square vertical-bar horizontal-bar @end example @node Fringe Bitmaps @subsection Fringe Bitmaps @cindex fringe bitmaps @cindex bitmaps, fringe The @dfn{fringe bitmaps} are the actual bitmaps which represent the logical fringe indicators for truncated or continued lines, buffer boundaries, overlay arrow, etc. Fringe bitmap symbols have their own name space. The fringe bitmaps are shared by all frames and windows. You can redefine the built-in fringe bitmaps, and you can define new fringe bitmaps. The way to display a bitmap in the left or right fringes for a given line in a window is by specifying the @code{display} property for one of the characters that appears in it. Use a display specification of the form @code{(left-fringe @var{bitmap} [@var{face}])} or @code{(right-fringe @var{bitmap} [@var{face}])} (@pxref{Display Property}). Here, @var{bitmap} is a symbol identifying the bitmap you want, and @var{face} (which is optional) is the name of the face whose colors should be used for displaying the bitmap, instead of the default @code{fringe} face. @var{face} is automatically merged with the @code{fringe} face, so normally @var{face} need only specify the foreground color for the bitmap. @defun fringe-bitmaps-at-pos &optional pos window This function returns the fringe bitmaps of the display line containing position @var{pos} in window @var{window}. The return value 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 align This 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 be either a string or a vector of integers, where each element (an integer) corresponds to one row of the bitmap. Each bit of an integer corresponds to one pixel of the bitmap, where the low bit corresponds to the rightmost pixel of the bitmap. The height is normally the length of @var{bits}. However, you can specify a different height with non-@code{nil} @var{height}. The width is 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 bitmap relative to the range of rows where it is used; the default is to center 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 specified height. @end defun @defun destroy-fringe-bitmap bitmap This function destroy the fringe bitmap identified by @var{bitmap}. If @var{bitmap} identifies a standard fringe bitmap, it actually restores the standard definition of that bitmap, instead of eliminating it entirely. @end defun @defun set-fringe-bitmap-face bitmap &optional face This sets the face for the fringe bitmap @var{bitmap} to @var{face}. If @var{face} is @code{nil}, it selects the @code{fringe} face. The bitmap'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 @c @cindex overlay arrow Duplicates variable names The @dfn{overlay arrow} is useful for directing the user's attention to a particular line in a buffer. For example, in the modes used for interface to debuggers, the overlay arrow indicates the line of code about to be executed. This feature has nothing to do with @dfn{overlays} (@pxref{Overlays}). @defvar overlay-arrow-string This variable holds the string to display to call attention to a particular line, or @code{nil} if the arrow feature is not in use. On a graphical display the contents of the string are ignored; instead a glyph is displayed in the fringe area to the left of the display area. @end defvar @defvar overlay-arrow-position This variable holds a marker that indicates where to display the overlay arrow. It should point at the beginning of a line. On a non-graphical display the arrow text appears at the beginning of that line, overlaying any text that would otherwise appear. Since the arrow is usually short, and the line usually begins with indentation, normally nothing significant is overwritten. The overlay-arrow string is displayed in any given buffer if the value of @code{overlay-arrow-position} in that buffer points into that buffer. Thus, it works to can display multiple overlay arrow strings by creating buffer-local bindings of @code{overlay-arrow-position}. However, it is usually cleaner to use @code{overlay-arrow-variable-list} to achieve this result. @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-list This variable's value is a list of variables, each of which specifies the position of an overlay arrow. The variable @code{overlay-arrow-position} has its normal meaning because it is on this list. @end defvar Each variable on this list can have properties @code{overlay-arrow-string} and @code{overlay-arrow-bitmap} that specify an overlay arrow string (for text-only terminals) or fringe bitmap (for graphical terminals) to display at the corresponding overlay arrow position. If either property is not set, the default @code{overlay-arrow-string} or @code{overlay-arrow} fringe indicator is used. @node Scroll Bars @section Scroll Bars @cindex scroll bars Normally the frame parameter @code{vertical-scroll-bars} controls whether the windows in the frame have vertical scroll bars, and whether 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 frame This 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 to specify the horizontal scroll bar type, but since they are not implemented, 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 variable automatically becomes buffer-local when set. The possible values are @code{left}, @code{right}, @code{t}, which means to use the frame'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-type This function sets the width and type of scroll bars for window @var{window}. @var{width} specifies the scroll bar width in pixels (@code{nil} means use the width specified for the frame). @var{vertical-type} specifies whether to have a vertical scroll bar and, if so, where. The possible values are @code{left}, @code{right} and @code{nil}, just like the values of the @code{vertical-scroll-bars} frame parameter. The argument @var{horizontal-type} is meant to specify whether and where to have horizontal scroll bars, but since they are not implemented, it has no effect. If @var{window} is @code{nil}, the selected window is used. @end defun @defun window-scroll-bars &optional window Report 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 may be @code{nil}); @var{cols} is the number of columns that the scroll bar actually occupies. @var{horizontal-type} is not actually meaningful. @end defun If 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 being displayed control the window's vertical scroll bars. The function @code{set-window-buffer} examines these variables. If you change them in a buffer that is already visible in a window, you can make the window take note of the new values by calling @code{set-window-buffer} specifying the same buffer that is already displayed. @defvar scroll-bar-mode This variable, always local in all buffers, controls whether and where to put scroll bars in windows displaying the buffer. The possible values are @code{nil} for no scroll bar, @code{left} to put a scroll bar on the left, and @code{right} to put a scroll bar on the right. @end defvar @defun window-current-scroll-bars &optional window This 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 actually used, once frame defaults and @code{scroll-bar-mode} are taken into account. @end defun @defvar scroll-bar-width This variable, always local in all buffers, specifies the width of the buffer's scroll bars, measured in pixels. A value of @code{nil} means to use the value specified by the frame. @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 to insert images into text, and also control other aspects of how text displays. The value of the @code{display} property should be a display specification, or a list or vector containing several display specifications. Display specifications in the same @code{display} property value generally apply in parallel to the text they cover. If several sources (overlays and/or a text property) specify values for the @code{display} property, only one of the values takes effect, following the rules of @code{get-char-property}. @xref{Examining Properties}. The rest of this section describes several kinds of display specifications and what they mean. @menu * Replacing Specs:: Display specs that replace the text. * 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