*/
bool selHandle(bool selecting);
///
- docstring selectionAsString(bool label) const;
+ docstring selectionAsString(bool with_label) const;
///
docstring currentState() const;
* Right Thing (even if my getStatus partner said that I can do it).
* It is sort of a kludge that should be used only rarely...
*/
- void undispatched();
+ void undispatched() const;
/// the event was already dispatched
- void dispatched();
+ void dispatched() const;
/// Set which screen update should be done
- void screenUpdateFlags(Update::flags f);
+ void screenUpdateFlags(Update::flags f) const;
/// Forces an updateBuffer() call
- void forceBufferUpdate();
+ void forceBufferUpdate() const;
/// Removes any pending updateBuffer() call
- void clearBufferUpdate();
+ void clearBufferUpdate() const;
/// Do we need to call updateBuffer()?
bool needBufferUpdate() const;
/**
* This is a fairly rare event as well and only some optimization.
* Not using noScreenUpdate() should never be wrong.
*/
- void noScreenUpdate();
+ void noScreenUpdate() const;
/// fix cursor in circumstances that should never happen.
/// \retval true if a fix occured.
bool fixIfBroken();
void plainInsert(MathAtom const & at);
///
void niceInsert(MathAtom const & at);
- ///
- void niceInsert(docstring const & str, Parse::flags f = Parse::NORMAL,
+ /// return the number of inserted array items
+ int niceInsert(docstring const & str, Parse::flags f = Parse::NORMAL,
bool enter = true);
/// in pixels from top of screen