gl_print_control_sequence
if(gl_print_control_sequence(gl, 1, gl->up))
if(gl_print_control_sequence(gl, 1, gl->bol))
if(gl_print_control_sequence(gl, gl->nline, gl->clear_eod))
if(gl_print_control_sequence(gl, 1, gl->clear_eol))
if(gl_print_control_sequence(gl, 1, gl->down) ||
gl_print_control_sequence(gl, 1, gl->bol) ||
gl_print_control_sequence(gl, gl->nline, gl->clear_eod))
if(gl_print_control_sequence(gl, 1, gl->down))
if(gl_print_control_sequence(gl, 1, gl->up))
if(gl_print_control_sequence(gl, 1, tparm((char *)gl->right_n,
if(gl_print_control_sequence(gl, 1, gl->right))
if(gl_print_control_sequence(gl, 1, tparm((char *)gl->left_n,
if(gl_print_control_sequence(gl, 1, gl->left))
if(gl_print_control_sequence(gl, gl->nline, gl->home) ||
gl_print_control_sequence(gl, gl->nline, gl->clear_eod))
gl_print_control_sequence(gl, 1, gl->sound_bell);
static int gl_print_control_sequence(GetLine *gl, int nline,
if(gl_print_control_sequence(gl, 1, gl->bol))
if(gl_print_control_sequence(gl, 1, gl->text_attr_off))
gl_print_control_sequence(gl, 1, gl->bold))
gl_print_control_sequence(gl, 1, gl->underline))
gl_print_control_sequence(gl, 1, gl->standout))
gl_print_control_sequence(gl, 1, gl->dim))
gl_print_control_sequence(gl, 1, gl->reverse))
gl_print_control_sequence(gl, 1, gl->blink))
if(gl_print_control_sequence(gl, 1, gl->text_attr_off))