Lots of documentation fixes, and added a new image for the Fluid chapter.
git-svn-id: file:///fltk/svn/fltk/trunk@244 ea41ed52-d2ee-0310-a9c1-e6b18d33e121
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@ -52,14 +52,14 @@ enum { // values for flags:
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<TR valign=top><TD><IMG align=left src=./menu.gif></TD><TD>
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<PRE>
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Fl_Menu_Item popup[] = {
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{", FL_ALT+'a', the_cb, (void*)1},
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{", FL_ALT+'b', the_cb, (void*)2},
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{"&alpha", FL_ALT+'a', the_cb, (void*)1},
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{"&beta", FL_ALT+'b', the_cb, (void*)2},
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{"gamma", FL_ALT+'c', the_cb, (void*)3, FL_MENU_DIVIDER},
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{", 0, strange_cb},
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{", 0, charm_cb},
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{", 0, truth_cb},
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{"b, 0, beauty_cb},
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{"sub, 0, 0, 0, FL_SUBMENU},
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{"&strange", 0, strange_cb},
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{"&charm", 0, charm_cb},
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{"&truth", 0, truth_cb},
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{"b&eauty", 0, beauty_cb},
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{"sub&menu", 0, 0, 0, FL_SUBMENU},
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{"one"},
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{"two"},
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{"three"},
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@ -292,4 +292,4 @@ Fl_Menu_Item::next(int n=1) const
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<BR> Fl_Menu_Item* Fl_Menu_Item::next(int n=1);</A></H4>
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Advance a pointer by <TT>n</TT> items through a menu array, skipping
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the contents of submenus and invisible items. There are two calls so
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that you can advance through const and non-const data. </BODY></HTML>
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that you can advance through const and non-const data. </BODY></HTML>
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@ -57,11 +57,12 @@ FLTK header files. This can be done by selecting "Settings" from the
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WIN32 applications. If you want to use the standard C <TT>main()</TT>
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function as the entry point, FLTK includes a <TT>WinMain()</TT>
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function that will call your <TT>main()</TT> function for you. </P>
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<P><I>Note: The Visual C++ optimizer is known to cause problems with
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<P><I>Note: The Visual C++ 5.0 optimizer is known to cause problems with
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many programs. We only recommend using the "Favor Small Code"
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optimization setting.</I></P>
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optimization setting.</I> The Visual C++ 6.0 optimizer seems to be much
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better and can be used with the "optimized for speed" setting.</P>
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<H2>Writing Your First FLTK Program</H2>
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All programs must include the file <TT><FL/Fl.H In addition the
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All programs must include the file <TT><FL/Fl.H></TT>. In addition the
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program must include a header file for each FLTK class it uses.
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Listing 1 shows a simple "Hello, World!" program that uses FLTK to
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display the window.
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@ -3,7 +3,7 @@
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This chapter describes many of the widgets that are provided with FLTK
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and covers how to query and set the standard attributes.
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<H2>Buttons</H2>
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FLTK provides many types of buttons:
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FLTK provides many types of buttons:
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<UL>
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<LI><TT>Fl_Button</TT> - A standard push button. </LI>
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<LI><TT>Fl_Check_Button</TT> - A button with a check box. </LI>
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@ -13,7 +13,8 @@ and covers how to query and set the standard attributes.
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Enter key. </LI>
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<LI><TT>Fl_Round_Button</TT> - A button with a check circle. </LI>
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</UL>
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For all of these buttons you just need to include the corresponding <TT>
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<P ALIGN=CENTER><IMG SRC="buttons.gif"></P>
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For all of these buttons you just need to include the corresponding <TT>
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<FL/Fl_xyz_Button.H></TT> header file. The constructor takes the
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bounding box of the button and optionally a label string:
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<UL>
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@ -39,7 +40,7 @@ rbutton->type(FL_RADIO_BUTTON);
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<TT>clear()</TT></A> methods can be used on toggle buttons to turn a
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toggle button on or off, respectively. Radio buttons can be turned on
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with the <A href=#Fl_Widget.setonly><TT>setonly()</TT></A> method; this
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will also turn off other radio buttons in the current group.
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will also turn off other radio buttons in the same group.
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<H2>Text</H2>
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FLTK provides several text widgets for displaying and receiving text:
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<UL>
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@ -74,7 +75,8 @@ strings. FLTK provides the following valuators:
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<LI><TT>Fl_Slider</TT> - A scrollbar with a knob. </LI>
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<LI><TT>Fl_Value_Slider</TT> - A slider that shows the current value. </LI>
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</UL>
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The <A href=Fl_Valuator.html#Fl_Valuator.value><TT>value()</TT></A>
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<P ALIGN=CENTER><IMG SRC="valuators.gif"></P>
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The <A href=Fl_Valuator.html#Fl_Valuator.value><TT>value()</TT></A>
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method gets and sets the current value of the widget. The <A href=Fl_Valuator.html#Fl_Valuator.minimum>
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<TT>minimum()</TT></A> and <A href=Fl_Valuator.html#Fl_Valuator.maximum><TT>
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maximum()</TT></A> methods set the range of values that are reported by
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@ -144,11 +146,11 @@ button->labelcolor(FL_WHITE);
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<P ALIGN=CENTER><IMG src="boxtypes.gif"></P>
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<P><TT>FL_NO_BOX</TT> means nothing is drawn at all, so whatever is
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already on the screen remains. The <TT>FL_..._FRAME</TT> types only
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draw their edges, leaving the center unchanged. In the above diagram
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draw their edges, leaving the interior unchanged. In the above diagram
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the blue color is the area that is not drawn by the box. </P>
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<H3>Making your own Boxtypes</H3>
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You can define your own boxtypes by making a small function that draws
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the box and adding a pointer to it to a table of boxtypes.
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the box and adding it to the table of boxtypes.
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<H4>The Drawing Function</H4>
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The drawing function is passed the bounding box and background color
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for the widget:
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@ -183,9 +185,9 @@ Fl::set_boxtype(XYZ_BOX, xyz_draw, 1, 1, 2, 2);
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</UL>
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The last 4 arguments to <TT>Fl::set_boxtype()</TT> are the offsets for
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the bounding box that should be subtracted when drawing the label
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inside the box.
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inside the box.
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<H2><A NAME=labels>Labels and Label Types</A></H2>
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The <TT>label()</TT>, <TT>align</TT>, <TT>labelfont()</TT>, <TT>
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The <TT>label()</TT>, <TT>align()</TT>, <TT>labelfont()</TT>, <TT>
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labelsize()</TT>, and <TT>labeltype()</TT> methods control the labeling
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of widgets.
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<H3>label()</H3>
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@ -226,7 +228,7 @@ raised </LI>
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<TT>Fl_Bitmap</TT></A> or <A href=drawing.html#Fl_Pixmap><TT>Fl_Pixmap</TT>
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</A> objects.
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<H4>Making Your Own Label Types</H4>
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Label types are actually indexes into a table of functions to draw
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Label types are actually indexes into a table of functions that draw
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them. The primary purpose of this is to let you reuse the <TT>label()</TT>
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pointer as a pointer to arbitrary data such as a bitmap or pixmap. You
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can also use this to draw the labels in ways inaccessible through the <TT>
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@ -252,7 +254,7 @@ label value is <TT>NULL</TT>.
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Fl_Label</TT></A> structure and references to the width and height: </P>
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<UL>
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<PRE>
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void xyz_measure(Fl_Label *label, int w int h {
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void xyz_measure(Fl_Label *label, int &w, int &h) {
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...
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}
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</PRE>
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@ -276,9 +278,9 @@ type.
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<P>The <TT>Fl::set_labeltype</TT> method can also be used to overload
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an existing label type such as <TT>FL_NORMAL_LABEL</TT>. </P>
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<H4><A name=symbols>Symbol Labels</A></H4>
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<P>The <TT>FL_SYMBOL_LABEL</TT> label type uses the <TT>label()</TT>
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The <TT>FL_SYMBOL_LABEL</TT> label type uses the <TT>label()</TT>
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string to look up a small drawing procedure in a hash table. For
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historical reasons the string always starts with '@', if it starts with
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historical reasons the string always starts with '@'; if it starts with
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something else (or the symbol is not found) the label is drawn
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normally:
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<CENTER><IMG src=./symbols.gif></CENTER>
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@ -28,9 +28,9 @@ overlay, or OpenGL windows!</I></LI>
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drawing functions:
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<UL>
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<LI><A href=#clipping>Clipping</A></LI>
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<LI><A href=#color>Colors</A></LI>
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<LI><A href=#colors>Colors</A></LI>
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<LI><A href=#fast>Fast Shapes</A></LI>
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<LI><A href=#vertex>Complex Shapes</A></LI>
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<LI><A href=#complex>Complex Shapes</A></LI>
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<LI><A href=#text>Text</A></LI>
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<LI><A href=#images>Images</A></LI>
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<LI><A href=#cursor>Cursor</A></LI>
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@ -43,12 +43,14 @@ fl_clip</TT>, and put the drawings back by using <TT>fl_pop_clip</TT>.
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transformation matrix).
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<P>In addition, the system may provide clipping when updating windows,
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this clip region may be more complex than a simple rectangle. </P>
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<H4>void fl_clip(int x, int y, int w, int h)</H4>
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Intersect the current clip region with a rectangle and push this new
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<H4>void fl_push_clip(int x, int y, int w, int h)</H4>
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Intersect the current clip region with a rectangle and push this new
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region onto the stack.
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<H4>void fl_push_no_clip()</H4>
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Pushes an empty clip region on the stack so nothing will be clipped.
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<H4>void fl_pop_clip()</H4>
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Restore the previous clip region. <I>You must call <TT>fl_pop_clip()</TT>
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once for every time you call <TT>fl_clip()</TT>. If you return to
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Restore the previous clip region. <I>You must call <TT>fl_pop_clip()</TT>
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once for every time you call <TT>fl_clip()</TT>. If you return to
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FLTK with the clip stack not empty unpredictable results occur.</I>
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<H4>int fl_not_clipped(int x, int y, int w, int h)</H4>
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Returns true if any of the rectangle intersects the current clip
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@ -57,9 +59,9 @@ Under X this returns 2 if the rectangle is partially clipped, and 1 if
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it is entirely inside the clip region</I>.
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<H4>int fl_clip_box(int x, int y, int w, int h, int &X, int &Y, int &W,
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int &H)</H4>
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Intersect the rectangle <TT>x,y,w,h</TT> with the current clip region
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Intersect the rectangle <TT>x,y,w,h</TT> with the current clip region
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and returns the bounding box of the result in <TT>X,Y,W,H</TT>.
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Returns non-zero if the resulting rectangle is different than the
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Returns non-zero if the resulting rectangle is different than the
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original. This can be used to limit the necessary drawing to a
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rectangle. <TT>W</TT> and <TT>H</TT> are set to zero if the rectangle
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is completely outside the region.
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@ -70,8 +72,8 @@ is completely outside the region.
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is <I>not</I> the X or WIN32 pixel, it is an index into an internal
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table! The table provides several general colors, a 24-entry gray
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ramp, and a 5x8x5 color cube. All of these are named with
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poorly-documented symbols in <A href=enumerations.html#enumerations><TT>
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<FL/Enumerations.H></TT></A>.
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symbols in <A href=enumerations.html#enumerations>
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<TT><FL/Enumerations.H></TT></A>.
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<P>For colormapped displays, a color cell will be allocated out of <TT>
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fl_colormap</TT> the first time you use a color. If the colormap fills
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up then a least-squares algorithm is used to find the closest color. </P>
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@ -83,7 +85,7 @@ for state save/restore.
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possible match to the RGB color is used. The RGB color is used
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directly on TrueColor displays. For colormap visuals the nearest index
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in the gray ramp or color cube is used.
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<H3><A name=fast_shapes>Fast Shapes</A></H3>
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<H3><A name=fast>Fast Shapes</A></H3>
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These are used to draw almost all the FLTK widgets. They draw on
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exact pixel boundaries and are as fast as possible, and their behavior
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will be duplicated exactly on any platform FLTK is ported to. It is
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@ -121,10 +123,9 @@ drawn first, then a vertical, then a horizontal.
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Draw 1-pixel wide vertical and horizontal lines. A vertical line is
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drawn first, then a horizontal, then a vertical.
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<H4>void fl_arc(int x, int y, int w, int h, double a1, double a2)
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<BR> void fl_pie(int x, int y, int w, int h, double a1, double a2)
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<BR> void fl_chord(int x, int y, int w, int h, double a1, double a2)</H4>
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<BR> void fl_pie(int x, int y, int w, int h, double a1, double a2)</H4>
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High-speed ellipse sections. These functions match the rather limited
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circle drawing code provided by X and MSWindows. The advantage over
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circle drawing code provided by X and WIN32. The advantage over
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using <A href=#fl_arc><TT>fl_arc</TT></A> is that they are faster
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because they often use the hardware, and they draw much nicer small
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circles, since the small sizes are often hard-coded bitmaps.
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@ -138,12 +139,11 @@ different number of arguments than the <A href=#fl_arc><TT>fl_arc()</TT></A>
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<P><TT>fl_pie()</TT> draws a filled-in pie slice. This slice may
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extend outside the line drawn by <TT>fl_arc</TT>, to avoid this use <TT>
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w - 1</TT> and <TT>h - 1</TT>. </P>
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<P><TT>fl_chord()</TT> is not yet implemented. </P>
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<H3><A name=complex_shapes>Complex Shapes</A></H3>
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<H3><A name=complex>Complex Shapes</A></H3>
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These functions let you draw arbitrary shapes with 2-D linear
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transformations. The functionality matches that found in Adobe®
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PostScript<SUP>TM</SUP>. The exact pixels filled in is less defined
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than for the above calls, so that FLTK can take advantage of drawing
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PostScript<SUP>TM</SUP>. The exact pixels that are filled is less defined
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than for the previous calls so that FLTK can take advantage of drawing
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hardware. The transformed vertices are rounded to integers before
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drawing the line segments. This severely limits the accuracy of these
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functions for complex graphics. Use OpenGL when greater accuracy
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@ -234,8 +234,8 @@ box to draw the text at so it looks centered vertically in that box.
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<H4>float fl_width(const char*)
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<BR> float fl_width(const char*, int n)
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<BR> float fl_width(uchar)</H4>
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Return the width of a nul-terminated string, a sequence of <TT>n</TT>
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characters, or a single character.
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Return the pixel width of a nul-terminated string, a sequence of <TT>n</TT>
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characters, or a single character in the current font.
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<H4>const char *fl_shortcut_label(ulong)</H4>
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Unparse a shortcut value as used by <A href=Fl_Button.html#Fl_Button.shortcut>
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<TT>Fl_Button</TT></A> or <A href=Fl_Menu_Item.html#Fl_Menu_Item><TT>
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@ -318,10 +318,6 @@ thus redrawing is <I>much</I> faster.
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It is undefined whether the location or drawing of the image is
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affected by the current transformation, so you should only call these
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when it is the identity.
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<H4>void fl_draw_bitmap(const uchar *, int X, int Y, int W, int H, int
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LD = 0)</H4>
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This function is planned but not yet implemented (it may be impossible
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under X without allocating a pixmap).
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<H4>void fl_draw_image(const uchar *, int X, int Y, int W, int H, int D
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= 3, int LD = 0)
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<BR> void fl_draw_image_mono(const uchar *, int X, int Y, int W, int H,
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@ -383,8 +379,8 @@ first one may be greater than zero. </P>
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<P>If <TT>D</TT> is 4 or more, you must fill in the unused bytes with
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zero. </P>
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<H4>int fl_draw_pixmap(char **data, int X, int Y, Fl_Color = FL_GRAY)</H4>
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Draw XPM image data, with the top-left corner at the given position.
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The images is dithered on 8-bit displays so you won't lose color space
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Draws XPM image data, with the top-left corner at the given position.
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The image is dithered on 8-bit displays so you won't lose color space
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for programs displaying both images and pixmaps. This function returns
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zero if there was any error decoding the XPM data.
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<P>To use an XPM, do: </P>
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@ -395,7 +391,7 @@ zero if there was any error decoding the XPM data.
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fl_draw_pixmap(foo, X, Y);
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</PRE>
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</UL>
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In the current version the XPM data is converted to 8-bit full color
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In the current version the XPM data is converted to 24-bit RGB color
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and passed through <TT>fl_draw_image()</TT>. This is obviously not the
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most efficient way to do it, and has the same visual limitations as
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listed above for <TT>fl_draw_image()</TT>. Transparent colors are
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@ -448,7 +444,7 @@ make an <TT>Fl_Widget</TT> use a pixmap as a label, or to just draw the
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pixmap directly. <I>Under X it will create an offscreen pixmap the
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first time it is drawn, and copy this each subsequent time it is drawn</I>
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.
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<P>The current implementation converts the pixmap to 8 bit color data
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<P>The current implementation converts the pixmap to 24-bit RGB data
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and uses <A href=#fl_draw_image><TT>fl_draw_image()</TT></A> to draw
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it. Thus you will get dithered colors on an 8 bit screen. </P>
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<H4>Fl_Pixmap(char *const* data)</H4>
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@ -482,7 +478,7 @@ to draw the pixmap. You can use the same pixmap for many widgets.
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make an <TT>Fl_Widget</TT> use an image as a label, or to just draw the
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image directly. <I>Under X it will create an offscreen pixmap the first
|
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time it is drawn, and copy this each subsequent time it is drawn</I>.
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<H4>Fl_Image(char uchar *data, int W, int H, int D = 3, int LD = 0)</H4>
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<H4>Fl_Image(const uchar *data, int W, int H, int D = 3, int LD = 0)</H4>
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Construct using a pointer to RGB data. <TT>W</TT> and <TT>H</TT> are
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the size of the image in pixels. <TT>D</TT> is the delta between pixels
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(it may be more than 3 to skip alpha or other data, or negative to flip
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@ -504,4 +500,4 @@ ox</TT> and <TT>oy</TT> may be negative and <TT>w</TT> and <TT>h</TT>
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the same as doing <TT>draw(x,y,this->w,this->h,0,0)</TT>.
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<H4>void label(Fl_Widget *)</H4>
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Change the <TT>label()</TT> and the <TT>labeltype()</TT> of the widget
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to draw the image. You can use the same image for many widgets. </BODY></HTML>
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to draw the image. You can use the same image for many widgets. </BODY></HTML>
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|
@ -6,7 +6,7 @@ editor.
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Since this will be the first big project you'll be doing with FLTK,
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lets define what we want our text editor to do:
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<OL>
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<LI>Menu_Bar/menus for all functions. </LI>
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<LI>Menubar/menus for all functions. </LI>
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<LI>Edit a single text file. </LI>
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<LI>Load from a file. </LI>
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<LI>Save to a file. </LI>
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@ -31,7 +31,7 @@ things:
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<UL>
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<PRE>
|
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Fl_Window *window;
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Fl_Menu_Bar *menubar;
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Fl_Menu_Bar *menubar;
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Fl_Multiline_Input *input;
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Fl_Window *replace_dlg;
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Fl_Input *replace_find;
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@ -48,7 +48,7 @@ char search[256] = "";
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The <TT>window</TT> variable is our top-level window described
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previously. We'll cover the other variables as we build the
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application.
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<H2>Menu_Bars and Menus</H2>
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<H2>Menubars and Menus</H2>
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The first goal requires us to use a menubar and menus that define each
|
||||
function the editor needs to perform. The <A href=Fl_Menu_Item.html#Fl_Menu_Item>
|
||||
<TT>Fl_Menu_Item</TT></A> structure is used to define the menus and
|
||||
@ -83,7 +83,7 @@ Fl_Menu_Item menuitems[] = {
|
||||
};
|
||||
</PRE>
|
||||
</UL>
|
||||
Once we have the menus defined we can create the <TT>Fl_Menu_Bar</TT>
|
||||
Once we have the menus defined we can create the <TT>Fl_Menu_Bar</TT>
|
||||
widget and assign the menus to it with:
|
||||
<UL>
|
||||
<PRE>
|
||||
|
@ -24,13 +24,17 @@ Fl::pushed()</TT></A> widget and will get <TT>FL_DRAG</TT> and the
|
||||
matching <TT>FL_RELEASE</TT> events. If <TT>handle()</TT> returns zero
|
||||
then FLTK will try sending the <TT>FL_PUSH</TT> to another widget. </P>
|
||||
<H3>FL_DRAG</H3>
|
||||
The mouse has moved with a button held down.
|
||||
The mouse has moved with a button held down. The current button state is
|
||||
in <a href="#event_state"><tt>Fl::event_state()</tt></a>. The mouse position
|
||||
is in <a href="#event_x"><tt>Fl::event_x()</tt></a> and
|
||||
<a href="#event_y"><tt>Fl::event_y()</tt></a>.
|
||||
<H3>FL_RELEASE</H3>
|
||||
A mouse button has been released. You can find out what button by
|
||||
calling <A href=#event_button><TT>Fl::event_button()</TT></A>.
|
||||
<H3>FL_MOVE</H3>
|
||||
The mouse has moved without any mouse buttons held down. This event
|
||||
is sent to the <TT>belowmouse()</TT> widget.
|
||||
is sent to the <A href="functions.html#belowmouse"><TT>Fl::belowmouse()</TT></A>
|
||||
widget.
|
||||
<H2>Focus Events</H2>
|
||||
<H3>FL_ENTER</H3>
|
||||
The mouse has been moved to point at this widget. This can be used
|
||||
@ -55,8 +59,8 @@ using tab, arrows, or other keys. You can check <A href=functions.html#event_ke
|
||||
navigation it will be the key pressed and for instructions from the
|
||||
window manager it will be zero. </P>
|
||||
<H3>FL_UNFOCUS</H3>
|
||||
Sent to the previous <A href=functions.html#focus><TT>Fl::focus()</TT></A>
|
||||
when another widget gets the focus.
|
||||
Sent to the previous <A href=functions.html#focus><TT>Fl::focus()</TT></A>
|
||||
widget when another widget gets the focus.
|
||||
<H2>Keyboard Events</H2>
|
||||
<H3>FL_KEYBOARD</H3>
|
||||
A key press. The key pressed can be found in <A href=functions.html#event_key>
|
||||
@ -69,7 +73,7 @@ the key. It will then attempt to send it to a parent widget. If none
|
||||
of them want it, it will change the event into a <TT>FL_SHORTCUT</TT>
|
||||
event.
|
||||
<H3>FL_SHORTCUT</H3>
|
||||
If the <A href=functions.html#focus><TT>Fl::focus()</TT></A> is zero
|
||||
If the <A href=functions.html#focus><TT>Fl::focus()</TT></A> widget is zero
|
||||
or ignores an <TT>FL_KEYBOARD</TT> event then FLTK tries sending this
|
||||
event to every widget it can, until one of them returns non-zero. <TT>
|
||||
FL_SHORTCUT</TT> is first sent to the <TT>belowmouse()</TT> widget,
|
||||
@ -124,21 +128,21 @@ Thus it is valid inside <TT>handle()</TT> and <TT>callback()</TT>
|
||||
methods.
|
||||
<P>These are all trivial inline functions and thus very fast and small: </P>
|
||||
<UL>
|
||||
<LI><A name=event_button>Fl::event_button</A></LI>
|
||||
<LI><A name=event_clicks>Fl::event_clicks</A></LI>
|
||||
<LI><A name=event_inside>Fl::event_inside</A></LI>
|
||||
<LI><A name=event_is_click>Fl::event_is_click</A></LI>
|
||||
<LI><A name=event_key>Fl::event_key</A></LI>
|
||||
<LI><A name=event_length>Fl::event_length</A></LI>
|
||||
<LI><A name=event_state>Fl::event_state</A></LI>
|
||||
<LI><A name=event_text>Fl::event_text</A></LI>
|
||||
<LI><A name=event_x>Fl::event_x</A></LI>
|
||||
<LI><A name=event_x_root>Fl::event_x_root</A></LI>
|
||||
<LI><A name=event_y>Fl::event_y</A></LI>
|
||||
<LI><A name=event_y_root>Fl::event_y_root</A></LI>
|
||||
<LI><A name=get_key>Fl::get_key</A></LI>
|
||||
<LI><A name=get_mouse>Fl::get_mouse</A></LI>
|
||||
<LI><A name=test_shortcut>Fl::test_shortcut</A></LI>
|
||||
<LI><A href=functions.html#event_button><TT>Fl::event_button</TT></A></LI>
|
||||
<LI><A href=functions.html#event_clicks><TT>Fl::event_clicks</TT></A></LI>
|
||||
<LI><A href=functions.html#event_inside><TT>Fl::event_inside</TT></A></LI>
|
||||
<LI><A href=functions.html#event_is_click><TT>Fl::event_is_click</TT></A></LI>
|
||||
<LI><A href=functions.html#event_key><TT>Fl::event_key</TT></A></LI>
|
||||
<LI><A href=functions.html#event_length><TT>Fl::event_length</TT></A></LI>
|
||||
<LI><A href=functions.html#event_state><TT>Fl::event_state</TT></A></LI>
|
||||
<LI><A href=functions.html#event_text><TT>Fl::event_text</TT></A></LI>
|
||||
<LI><A href=functions.html#event_x><TT>Fl::event_x</TT></A></LI>
|
||||
<LI><A href=functions.html#event_x_root><TT>Fl::event_x_root</TT></A></LI>
|
||||
<LI><A href=functions.html#event_y><TT>Fl::event_y</TT></A></LI>
|
||||
<LI><A href=functions.html#event_y_root><TT>Fl::event_y_root</TT></A></LI>
|
||||
<LI><A href=functions.html#get_key><TT>Fl::get_key</TT></A></LI>
|
||||
<LI><A href=functions.html#get_mouse><TT>Fl::get_mouse</TT></A></LI>
|
||||
<LI><A href=functions.html#test_shortcut><TT>Fl::test_shortcut</TT></A></LI>
|
||||
</UL>
|
||||
<H2><A name=propagation>Event Propagation</A></H2>
|
||||
FLTK follows very simple and unchangeable rules for sending events.
|
||||
@ -156,14 +160,14 @@ make the <TT>Fl_Group</TT> code somewhat easier, FLTK sends some events
|
||||
FL_SHORTCUT</TT>, <TT>FL_UNFOCUS</TT>, and <TT>FL_LEAVE</TT>) directly
|
||||
to leaf widgets. These procedures control those leaf widgets: </P>
|
||||
<UL>
|
||||
<LI><A href=osissues.html#add_handler>Fl::add_handler</A></LI>
|
||||
<LI><A href=functions.html#belowmouse>Fl::belowmouse</A></LI>
|
||||
<LI><A href=functions.html#focus>Fl::focus</A></LI>
|
||||
<LI><A href=functions.html#grab>Fl::grab</A></LI>
|
||||
<LI><A href=functions.html#modal>Fl::modal</A></LI>
|
||||
<LI><A href=functions.html#pushed>Fl::pushed</A></LI>
|
||||
<LI><A href=functions.html#release>Fl::release</A></LI>
|
||||
<LI><A href=Fl_Widget.html#Fl_Widget.take_focus>Fl_Widget::take_focus</A>
|
||||
<LI><A href=osissues.html#add_handler><TT>Fl::add_handler</TT></A></LI>
|
||||
<LI><A href=functions.html#belowmouse><TT>Fl::belowmouse</TT></A></LI>
|
||||
<LI><A href=functions.html#focus><TT>Fl::focus</TT></A></LI>
|
||||
<LI><A href=functions.html#grab><TT>Fl::grab</TT></A></LI>
|
||||
<LI><A href=functions.html#modal><TT>Fl::modal</TT></A></LI>
|
||||
<LI><A href=functions.html#pushed><TT>Fl::pushed</TT></A></LI>
|
||||
<LI><A href=functions.html#release><TT>Fl::release</TT></A></LI>
|
||||
<LI><A href=Fl_Widget.html#Fl_Widget.take_focus><TT>Fl_Widget::take_focus</TT></A>
|
||||
</LI>
|
||||
</UL>
|
||||
|
||||
|
@ -3,39 +3,71 @@
|
||||
This chapter shows how to use the Fast Light User-Interface Designer
|
||||
("FLUID") to create your GUIs.
|
||||
<H2>What is FLUID?</H2>
|
||||
The Fast Light User Interface Designer, or "FLUID", is a graphical
|
||||
The Fast Light User Interface Designer, or FLUID, is a graphical
|
||||
editor that is used to produce FLTK source code.
|
||||
<P>FLUID edits and saves its state in ".fl" files. These files are
|
||||
<P>FLUID edits and saves its state in <TT>.fl</TT> files. These files are
|
||||
text, and you can (with care) edit them in a text editor, perhaps to
|
||||
get some special effects. </P>
|
||||
<P>FLUID can "compile" the .fl file into a .cxx and a .h file. The
|
||||
.cxx file defines all the objects from the .fl file and the .h file
|
||||
<P>FLUID can "compile" the <TT>.fl</TT> file into a <TT>.cxx</TT> and a <TT>.h</TT> file. The
|
||||
<TT>.cxx</TT> file defines all the objects from the <TT>.fl</TT> file and the <TT>.h</TT> file
|
||||
declares all the global ones. </P>
|
||||
<P>A simple program can be made by putting all your code (including a <TT>
|
||||
main()</TT> function) into the .fl file and thus making the .cxx file a
|
||||
main()</TT> function) into the <TT>.fl</TT> file and thus making the <TT>.cxx</TT> file a
|
||||
single source file to compile. Most programs are more complex than
|
||||
this, so you write other .cxx files that call the FLUID functions.
|
||||
These .cxx files must <TT>#include</TT> the .h file or they can <TT>
|
||||
#include</TT> the .cxx file so it still appears to be a single source
|
||||
this, so you write other <TT>.cxx</TT> files that call the FLUID functions.
|
||||
These <TT>.cxx</TT> files must <TT>#include</TT> the <TT>.h</TT> file or they can <TT>
|
||||
#include</TT> the <TT>.cxx</TT> file so it still appears to be a single source
|
||||
file.
|
||||
<CENTER><IMG src=./fluid-org.gif></CENTER>
|
||||
</P>
|
||||
<P>Normally the FLUID file defines one or more "functions", which
|
||||
output C++ functions. Each function defines a one or more FLTK
|
||||
<P>Normally the FLUID file defines one or more functions or classes which
|
||||
output C++ code. Each function defines a one or more FLTK
|
||||
windows, and all the widgets that go inside those windows. </P>
|
||||
<P>Widgets created by FLUID are either "named", "complex named" or
|
||||
"unnamed". A named widget has a legal C++ variable identifier as its
|
||||
name (i.e. only alphanumeric and underscore). In this case FLUID
|
||||
defines a global variable or class member that will point at the widget
|
||||
after the function defining it is called. A "complex named" object has
|
||||
after the function defining it is called. A complex named object has
|
||||
punctuation such as '.' or '->' or any other symbols in its name. In
|
||||
this case FLUID assigns a pointer to the widget to the name, but does
|
||||
not attempt to declare it. This can be used to get the widgets into
|
||||
structures. An "unnamed" widget has a blank name and no pointer to
|
||||
them is stored. </P>
|
||||
structures. An unnamed widget has a blank name and no pointer is stored. </P>
|
||||
<P>Widgets may either call a named callback function that you write in
|
||||
another source file, or you can supply a small piece of C++ source and
|
||||
FLUID will write a private callback function into the .cxx file. </P>
|
||||
FLUID will write a private callback function into the <TT>.cxx</TT> file. </P>
|
||||
<H2>Running FLUID Under UNIX</H2>
|
||||
To run FLUID under UNIX, type:
|
||||
<UL>
|
||||
<PRE>
|
||||
fluid <I>filename.fl</I> &</PRE>
|
||||
</UL>
|
||||
to edit the <TT>.fl</TT> file <TT>filename.fl</TT>. If the file does not exist
|
||||
you will get an error pop-up, but if you dismiss it you will be editing
|
||||
a blank file of that name. You can run FLUID without any name, in
|
||||
which case you will be editing an unnamed blank setup (but you can use
|
||||
save-as to write it to a file).
|
||||
<P>You can provide any of the standard FLTK switches before the filename: </P>
|
||||
<UL>
|
||||
<PRE>
|
||||
-display host:n.n
|
||||
-geometry WxH+X+Y
|
||||
-title windowtitle
|
||||
-name classname
|
||||
-iconic
|
||||
-fg color
|
||||
-bg color
|
||||
-bg2 color
|
||||
</PRE>
|
||||
</UL>
|
||||
Changing the colors may be useful to see what your interface will look
|
||||
at if the user calls it with the same switches.
|
||||
<P>In the current version, if you don't go into the background (with
|
||||
'&' then you will be able to abort FLUID by typing ^C on the terminal. It
|
||||
will exit immediately, losing any changes. </P>
|
||||
<H2>Running FLUID Under Microsoft Windows</H2>
|
||||
To run FLUID under WIN32, double-click on the <I>fluid.exe</I> file.
|
||||
You can also run FLUID from the Command Prompt window (FLUID always
|
||||
runs in the background under WIN32).
|
||||
<H2>A Short Tutorial</H2>
|
||||
<OL>
|
||||
<LI>Type "FLUID" </LI>
|
||||
@ -85,59 +117,24 @@ panel. </LI>
|
||||
<LI>Type "Alt+Q" to exit FLUID. </LI>
|
||||
<LI>Ok, now try to make a real program. </LI>
|
||||
</OL>
|
||||
<H2>Running FLUID Under UNIX</H2>
|
||||
To run FLUID under UNIX, type:
|
||||
<UL>
|
||||
<PRE>
|
||||
fluid <I>filename.fl</I> </PRE>
|
||||
</UL>
|
||||
to edit the .fl file <I>filename.fl</I>. If the file does not exist
|
||||
you will get an error pop-up, but if you dismiss it you will be editing
|
||||
a blank file of that name. You can run FLUID without any name, in
|
||||
which case you will be editing an unnamed blank setup (but you can use
|
||||
save-as to write it to a file).
|
||||
<P>You can provide any of the standard FLTK switches before the name: </P>
|
||||
<UL>
|
||||
<PRE>
|
||||
-display host:n.n
|
||||
-geometry WxH+X+Y
|
||||
-title windowtitle
|
||||
-name classname
|
||||
-iconic
|
||||
-fg color
|
||||
-bg color
|
||||
-bg2 color
|
||||
</PRE>
|
||||
</UL>
|
||||
Changing the colors may be useful to see what your interface will look
|
||||
at if the user calls it with the same switches.
|
||||
<P>In the current version, if you don't go into the background (with
|
||||
'then you will be able to abort FLUID by typing ^C on the terminal. It
|
||||
will exit immediately, losing any changes. </P>
|
||||
<H2>Running FLUID Under Microsoft Windows</H2>
|
||||
To run FLUID under windows, double-click on the <I>fluid.exe</I> file.
|
||||
You can also run FLUID from the Command Prompt window (FLUID always
|
||||
runs in the background).
|
||||
<H2>Compiling .fl files</H2>
|
||||
<H2>Compiling <TT>.fl</TT> files</H2>
|
||||
FLUID can also be called as a command-line "compiler" to create the
|
||||
.cxx and .h file from a .fl file. To do this type:
|
||||
<UL>
|
||||
<PRE>
|
||||
FLUID -c <I>filename.fl</I>
|
||||
</PRE>
|
||||
</UL>
|
||||
This will read the .fl file and write <I>filename.cxx</I> and <I>
|
||||
<TT>.cxx</TT> and <TT>.h</TT> file from a <TT>.fl</TT> file. To do this type:
|
||||
<UL><PRE>
|
||||
FLUID -c <I>filename.fl</I>
|
||||
</PRE></UL>
|
||||
This will read the <TT>filename.fl</TT> file and write <I>filename.cxx</I> and <I>
|
||||
filename.h</I>. The directory will be stripped, so they are written to
|
||||
the current directory always. If there are any errors reading or
|
||||
writing the files it will print the error and exit with a non-zero
|
||||
code. In a makefile you can use a line like this: work:
|
||||
code. In a makefile you can use a line like this:
|
||||
<UL>
|
||||
<PRE>
|
||||
my_panels.h my_panels.cxx: my_panels.fl
|
||||
fluid -c my_panels.fl
|
||||
</PRE>
|
||||
</UL>
|
||||
Some versions of make will accept rules like this to allow all .fl
|
||||
Some versions of make will accept rules like this to allow all <TT>.fl</TT>
|
||||
files found to be compiled:
|
||||
<UL>
|
||||
<PRE>
|
||||
@ -149,84 +146,86 @@ files found to be compiled:
|
||||
<H2>The Widget Browser</H2>
|
||||
<TABLE cellpadding=0 cellspacing=0>
|
||||
<TR><TD>The main window shows a menu bar and a scrolling browser of all
|
||||
the defined widgets. The name of the .fl file being edited is shown in
|
||||
the defined widgets. The name of the <TT>.fl</TT> file being edited is shown in
|
||||
the window title.
|
||||
<P>The widgets are stored in a hierarchy. You can open and close a
|
||||
level by clicking the "triangle" at the left of a widget. This widget
|
||||
is the <I>parent</I>, and all the widgets listed below it are its <I>
|
||||
children</I>. There can be zero children. </P>
|
||||
<P>The top level of the hierarchy is <I>functions</I>. Each of these
|
||||
will produce a single C++ public function in the output .cxx file.
|
||||
Calling the function will create all of its child windows. </P>
|
||||
<P>The second level of the hierarchy is <I>windows</I>. Each of these
|
||||
produces an instance of class Fl_Window. </P>
|
||||
<P>Below that are either <I>widgets</I> (subclasses of Fl_Widget) or <I>
|
||||
level by clicking the "triangle" at the left of a widget.
|
||||
The leftmost widgets are the <I>parents</I>, and all the widgets
|
||||
listed below them are their <I>children</I>. Parents don't have to have
|
||||
any children.</P>
|
||||
<P>The top level of the hierarchy is composed of <I>functions</I> and
|
||||
<I>classes</I>. Each of these will produce a single C++ public
|
||||
function or class in the output <TT>.cxx</TT> file. Calling the function or
|
||||
instantiating the class will create all of the child widgets. </P>
|
||||
<P>The second level of the hierarchy contains the <I>windows</I>. Each of these
|
||||
produces an instance of class <tt>Fl_Window</tt>. </P>
|
||||
<P>Below that are either <I>widgets</I> (subclasses of <tt>Fl_Widget</tt>) or <I>
|
||||
groups</I> of widgets (including other groups). Plain groups are for
|
||||
layout, navigation, and resize purposes. <I>Tab groups</I> provide the
|
||||
well-known file-card tab interface. </P>
|
||||
<P>Widgets are shown in the browser as either their <I>name</I> (such
|
||||
as "main_panel" in the example), or if <I>unnamed</I> as their <I>type</I>
|
||||
and <I>label</I> (such as "Button "the green""). </P>
|
||||
<P>Widgets are shown in the browser by either their <I>name</I> (such
|
||||
as "main_panel" in the example), or by their <I>type</I>
|
||||
and <I>label</I> (such as "Button "the green""). </P>
|
||||
</TD><TD><IMG src=./fluid_main.gif width=245></TD></TR>
|
||||
</TABLE>
|
||||
You <I>select</I> widgets by clicking on their names, which highlights
|
||||
them (you can also select widgets from any displayed window). You can
|
||||
select many widgets by dragging the mouse across them, or by using
|
||||
shift+click to toggle them on and off. To select no widgets, click in
|
||||
the blank area under the last widget. Notice that hidden children may
|
||||
be selected and there is no visual indication of this.
|
||||
<P>You <I>open</I> widgets by double clicking them, or (to open several
|
||||
widgets you have picked) by typing the F1 key. This will bring up a
|
||||
control panel or window from which you can change the widget. </P>
|
||||
Shift+Click to toggle them on and off. To select no widgets, click in
|
||||
the blank area under the last widget. Note that hidden children may
|
||||
be selected even when there is no visual indication of this.
|
||||
<P>You <I>open</I> widgets by double-clicking on them, or (to open several
|
||||
widgets you have picked) by typing the F1 key. A control panel will appear
|
||||
so you can change the widget(s).</P>
|
||||
<H2>Menu Items</H2>
|
||||
<P>The menu bar at the top is duplicated as a pop-up menu on any
|
||||
displayed window. The shortcuts for all the menu items work in any
|
||||
window. The menu items are: </P>
|
||||
<H3>File/Open... (Alt+Shift+O)</H3>
|
||||
Discard the current editing session and read in a different .fl file.
|
||||
You are asked for confirmation if you have changed the current data.
|
||||
<P>FLUID can also read .fd files produced by the Forms and XForms
|
||||
"fdesign" programs. It is best to read them with Merge. FLUID does
|
||||
not understand everything in a .fd file, and will print a warning
|
||||
message on the controlling terminal for all data it does not
|
||||
understand. You will probably need to edit the resulting setup to fix
|
||||
these errors. Be careful not to save the file without changing the
|
||||
name, as FLUID will write over the .fd file with its own format, which
|
||||
fdesign cannot read! </P>
|
||||
<H3>File/Open... (Alt+o)</H3>
|
||||
Discards the current editing session and reads in a different <TT>.fl</TT> file.
|
||||
You are asked for confirmation if you have changed the current file.
|
||||
<P>FLUID can also read <tt>.fd</tt> files produced by the Forms and
|
||||
XForms "fdesign" programs. It is best to File/Merge them
|
||||
instead of opening them. FLUID does not understand everything in a
|
||||
<tt>.fd</tt> file, and will print a warning message on the controlling
|
||||
terminal for all data it does not understand. You will probably need
|
||||
to edit the resulting setup to fix these errors. Be careful not to
|
||||
save the file without changing the name, as FLUID will write over the
|
||||
<tt>.fd</tt> file with its own format, which fdesign cannot read! </P>
|
||||
<H3>File/Save (Alt+s)</H3>
|
||||
Write the current data to the .fl file. If the file is unnamed
|
||||
(because FLUID was started with no name) then ask for a file name.
|
||||
Writes the current data to the <TT>.fl</TT> file. If the file is unnamed
|
||||
then FLUID will ask for a filename.
|
||||
<H3>File/Save As...(Alt+Shift+S)</H3>
|
||||
Ask for a new name to save the file as, and save it.
|
||||
Asks for a new filename and saves the file.
|
||||
<H3>File/Merge... (Alt+i)</H3>
|
||||
Insert the contents of another .fl file, without changing the name of
|
||||
the current .fl file. All the functions (even if they have the same
|
||||
names as the current ones) are added, you will have to use cut/paste to
|
||||
Inserts the contents of another <TT>.fl</TT> file, without changing the name of
|
||||
the current <TT>.fl</TT> file. All the functions (even if they have the same
|
||||
names as the current ones) are added, and you will have to use cut/paste to
|
||||
put the widgets where you want.
|
||||
<H3>File/Write code (Alt+Shift+C)</H3>
|
||||
"Compiles" the data into a .cxx and .h file. These are exactly the
|
||||
same as the files you get when you run FLUID with the -c switch.
|
||||
<P>The output file names are the same as the .fl file, with the leading
|
||||
directory and trailing ".fl" stripped, and ".h" or ".cxx" appended.
|
||||
Currently there is no way to override this. </P>
|
||||
<H3>File/Write Code (Alt+Shift+C)</H3>
|
||||
"Compiles" the data into a <TT>.cxx</TT> and <TT>.h</TT>
|
||||
file. These are exactly the same as the files you get when you run
|
||||
FLUID with the <tt>-c</tt> switch.
|
||||
<P>The output file names are the same as the <TT>.fl</TT> file, with
|
||||
the leading directory and trailing ".fl" stripped, and
|
||||
".h" or ".cxx" appended. </P>
|
||||
<H3>File/Quit (Alt+q)</H3>
|
||||
Exit FLUID. You are asked for confirmation if you have changed the
|
||||
Exits FLUID. You are asked for confirmation if you have changed the
|
||||
current data.
|
||||
<H3>Edit/Undo (Alt+z)</H3>
|
||||
Don't you wish... This isn't implemented yet. You should do save
|
||||
often so that any mistakes you make don't irretrivably destroy your
|
||||
data.
|
||||
This isn't implemented yet. You should do save often so you can
|
||||
recover from any mistakes you make.
|
||||
<H3>Edit/Cut (Alt+x)</H3>
|
||||
Delete the selected widgets and all their children. These are saved
|
||||
to a "clipboard" file (/usr/tmp/cut_buffer.fl) and can be pasted back
|
||||
into this FLUID or any other one.
|
||||
Deletes the selected widgets and all of their children. These are saved
|
||||
to a "clipboard" file and can be pasted back into any FLUID
|
||||
window.
|
||||
<H3>Edit/Copy (Alt+c)</H3>
|
||||
Copy the selected widgets and all their children to the "clipboard"
|
||||
Copies the selected widgets and all of their children to the "clipboard"
|
||||
file.
|
||||
<H3>Edit/Paste (Alt+c)</H3>
|
||||
Paste in the widgets in the clipboard file.
|
||||
Pastes the widgets from the clipboard file.
|
||||
<P>If the widget is a window, it is added to whatever function is
|
||||
selected, or contains the current selection. </P>
|
||||
selected, or contained in the current selection. </P>
|
||||
<P>If the widget is a normal widget, it is added to whatever window or
|
||||
group is selected. If none is, it is added to the window or group that
|
||||
is the parent of the current selection. </P>
|
||||
@ -234,107 +233,114 @@ is the parent of the current selection. </P>
|
||||
doing a paste. </P>
|
||||
<P>Cut/paste is the only way to change the parent of a widget. </P>
|
||||
<H3>Edit/Select All (Alt+a)</H3>
|
||||
Select all widgets in the same group as the current selection.
|
||||
Selects all widgets in the same group as the current selection.
|
||||
<P>If they are all selected already then this selects all widgets in
|
||||
that group's parent. Repeatedly typing Alt+a will select larger and
|
||||
larger groups of widgets until everything is selected. </P>
|
||||
<H3>Edit/Open... (F1 or double click)</H3>
|
||||
If the current widget is a window and it is not displayed, display it.
|
||||
Otherwise open a control panel for the most recent (and possibly all)
|
||||
selected widgets.
|
||||
Displays the current widget in the attributes panel. If the widget is a window
|
||||
and it is not visible then the window is shown instead.
|
||||
<H3>Edit/Sort</H3>
|
||||
All the selected widgets are sorted into left to right, top to bottom
|
||||
Sorts the selected widgets into left to right, top to bottom
|
||||
order. You need to do this to make navigation keys in FLTK work
|
||||
correctly. You may then fine-tune the sorting with "Earlier" and
|
||||
"Later". This does not affect the positions of windows or functions.
|
||||
<H3>Edit/Earlier (F2)</H3>
|
||||
All the selected widgets are moved one earlier in order amoung the
|
||||
Moves all of the selected widgets one earlier in order among the
|
||||
children of their parent (if possible). This will affect navigation
|
||||
order, and if the widgets overlap it will affect how they draw, as the
|
||||
later widget is drawn on top of the earlier one. You can also use this
|
||||
to reorder functions and windows within functions.
|
||||
to reorder functions, classes, and windows within functions.
|
||||
<H3>Edit/Later (F3)</H3>
|
||||
All the selected widgets are moved one later in order amoung the
|
||||
Moves all of the selected widgets one later in order among the
|
||||
children of their parent (if possible).
|
||||
<H3>Edit/Group (F7)</H3>
|
||||
Create a new Fl_Group and make all the currently selected widgets be
|
||||
Creates a new <tt>Fl_Group</tt> and make all the currently selected widgets
|
||||
children of it.
|
||||
<H3>Edit/Ungroup (F8)</H3>
|
||||
If all the children of a group are selected, delete that group and
|
||||
make them all be children of its parent.
|
||||
<H3>Edit/Overlays on/off (Alt+o)</H3>
|
||||
Toggle the display of the red overlays off, without changing the
|
||||
Deletes the parent group if all the children of a group are selected.
|
||||
<H3>Edit/Overlays on/off (Alt+Shift+O)</H3>
|
||||
Toggles the display of the red overlays off, without changing the
|
||||
selection. This makes it easier to see box borders and how the layout
|
||||
looks. The overlays will be forced back on if you change the
|
||||
selection.
|
||||
<H3>Edit/Preferences (Alt+p)</H3>
|
||||
Currently the only preferences are for the "alignment grid" that all
|
||||
widgets snap to when you move them and resize them, and for the "snap"
|
||||
which is how far a widget has to be dragged from its original position
|
||||
to actually change.
|
||||
<H3>New/code/Function</H3>
|
||||
Create a new C function. You will be asked for a name for the
|
||||
<TABLE WIDTH=100%>
|
||||
<TR>
|
||||
<TD VALIGN=TOP>
|
||||
Displays the preferences panel. The alignment preferences control the
|
||||
grid that all widgets snap to when you move and resize them, and for the
|
||||
"snap" which is how far a widget has to be dragged from its original position
|
||||
to actually change.
|
||||
|
||||
<P>The output filenames control the extensions or names of the files the are
|
||||
generated by FLUID. If you check the "Include .h from .cxx" button the code
|
||||
file will include the header file automatically.
|
||||
</TD>
|
||||
<TD VALIGN=TOP><IMG SRC="fluid_prefs.gif"></TD>
|
||||
</TR>
|
||||
</TABLE>
|
||||
|
||||
<H3>New/Code/Function</H3>
|
||||
Creates a new C function. You will be asked for a name for the
|
||||
function. This name should be a legal C++ function template, without
|
||||
the return type. You can pass arguments, they can be referred to by
|
||||
the return type. You can pass arguments which can be referred to by
|
||||
code you type into the individual widgets.
|
||||
<P>If the function contains any unnamed windows, it will be declared as
|
||||
returning an Fl_Window*. The unnamed window will be returned from it
|
||||
(more than one unnamed window is useless). If the function contains
|
||||
only named windows it will be declared as returning void. </P>
|
||||
<P>It is possible to make the .cxx output be a self-contained program
|
||||
that can be compiled and executed. This is done by deleting the
|
||||
function name, in which case "main(argc,argv)" is used. The function
|
||||
will call show() on all the windows it creates and then call Fl::run().
|
||||
This can be used to test resize behavior or other parts of the user
|
||||
interface. I'm not sure if it is possible to create really useful
|
||||
programs using just FLUID. </P>
|
||||
<P>You can change the function name by double clicking the function. </P>
|
||||
<P>If the function contains any unnamed windows, it will be declared
|
||||
as returning a Fl_Window pointer. The unnamed window will be returned
|
||||
from it (more than one unnamed window is useless). If the function
|
||||
contains only named windows, it will be declared as returning nothing
|
||||
(<tt>void</tt>). </P>
|
||||
<P>It is possible to make the <TT>.cxx</TT> output be a self-contained
|
||||
program that can be compiled and executed. This is done by deleting
|
||||
the function name so <tt>main(argc,argv)</tt> is used. The function
|
||||
will call <tt>show()</tt> on all the windows it creates and then call
|
||||
<tt>Fl::run()</tt>. This can also be used to test resize behavior or
|
||||
other parts of the user interface.</P>
|
||||
<P>You can change the function name by double-clicking on the function. </P>
|
||||
<H3>New/Window</H3>
|
||||
Create a new Fl_Window. It is added to the currently selected
|
||||
function, or to the function containing the currently selected item.
|
||||
The window will appear, sized to 100x100. You will want to resize it
|
||||
to whatever size you require.
|
||||
<P>You also get the window's control panel, which is almost exactly the
|
||||
same as any other Fl_Widget, and is described in the next chapter. </P>
|
||||
Creates a new <tt>Fl_Window</tt> widget. The window is added to the
|
||||
currently selected function, or to the function containing the
|
||||
currently selected item. The window will appear, sized to 100x100.
|
||||
You can resize it to whatever size you require.
|
||||
<P>The widget panel will also appear and is described later in this
|
||||
chapter.</P>
|
||||
<H3>New/...</H3>
|
||||
All other items on the New menu are subclasses of Fl_Widget. Creating
|
||||
All other items on the New menu are subclasses of <tt>Fl_Widget</tt>. Creating
|
||||
them will add them to the currently selected group or window, or the
|
||||
group or window containing the currently selected widget. The initial
|
||||
dimensions and position are chosen by copying the current widget, if
|
||||
possible.
|
||||
<P>When you create the widget you will get the widget's control panel,
|
||||
described in the next chapter. </P>
|
||||
which is described later in this chapter. </P>
|
||||
<H3>Help/About FLUID</H3>
|
||||
Pops up a panel showing the version of FLUID.
|
||||
<H3>Help/Manual</H3>
|
||||
Not yet implemented. Use a HTML or PDF file viewer to read these
|
||||
pages instead.
|
||||
Pops up a panel showing the version of FLUID.
|
||||
<H2>The Widget Panel</H2>
|
||||
<TABLE cellpadding=0 cellspacing=0>
|
||||
<TR><TD>When you double-click a widget or a set of widgets you will get
|
||||
<TR><TD>When you double-click on a widget or a set of widgets you will get
|
||||
the "widget attribute panel".
|
||||
<P>When you change attributes using this panel, the changes are
|
||||
reflected immediately in the window. It is useful to hit the "no
|
||||
overlay" button (or type Alt+o) to hide the red overlay so you can see
|
||||
overlay" button (or type Alt+Shift+O) to hide the red overlay so you can see
|
||||
the widgets more accurately, especially when setting the box type. </P>
|
||||
<P>If you have several widgets selected, they may have different values
|
||||
for the fields. In this case the value for <I>one</I> of the widgets
|
||||
is shown. But if you change this value, <I>all</I> the selected
|
||||
is shown. But if you change this value, <I>all</I> of the selected
|
||||
widgets are changed to the new value. </P>
|
||||
<P>Hitting "OK" makes the changes permanent. Selecting a different
|
||||
widget also makes the changes permanent. FLUID checks for simple
|
||||
syntax errors in any code (such as mismatched parenthesis) before
|
||||
syntax errors such as mismatched parenthesis in any code before
|
||||
saving any text. </P>
|
||||
</TD><TD><IMG src=./fluid_widget.gif width=225></TD></TR>
|
||||
</TABLE>
|
||||
"Revert" or "Cancel" put everything back to when you last brought up
|
||||
the panel or hit OK. However in the current version of FLUID, changes
|
||||
to "visible" attributes (such as the color, label, box) are not undone
|
||||
by revert or cancel. Changes to code like the callbacks is undone,
|
||||
by revert or cancel. Changes to code like the callbacks are undone,
|
||||
however. <A name=widget_attributes>
|
||||
<H2>Widget Attributes</H2>
|
||||
<H3>Name (text field)</H3>
|
||||
Name of a global C variable to declare, and to store a pointer to this
|
||||
Name of a variable to declare, and to store a pointer to this
|
||||
widget into. This variable will be of type "<class>*". If the name is
|
||||
blank then no variable is created.
|
||||
<P>You can name several widgets with "name[0]", "name[1]", "name[2]",
|
||||
@ -349,12 +355,12 @@ You pick the subtype off of this menu.
|
||||
<P>Many widgets will work, and draw faster, with a "frame" instead of a
|
||||
"box". A frame does not draw the colored interior, leaving whatever
|
||||
was already there visible. Be careful, as FLUID may draw this ok but
|
||||
the real program leave unwanted stuff inside the widget. </P>
|
||||
the real program may leave unwanted stuff inside the widget. </P>
|
||||
<P>If a window is filled with child widgets, you can speed up redrawing
|
||||
by changing the window's box type to "NO_BOX". FLUID will display a
|
||||
checkerboard for any areas that are not colored in by boxes (notice
|
||||
that this checkerboard is not drawn by the resulting program, instead
|
||||
random garbage is left there). </P>
|
||||
checkerboard for any areas that are not colored in by boxes. Note
|
||||
that this checkerboard is not drawn by the resulting program. Instead
|
||||
random garbage will be displayed.</P>
|
||||
<H3>Color</H3>
|
||||
<P>The color to draw the box with. </P>
|
||||
<H3>Color2</H3>
|
||||
@ -363,118 +369,119 @@ always show the result of this: this is the color buttons draw in when
|
||||
pushed down, and the color of input fields when they have the focus. </P>
|
||||
<H3>Label</H3>
|
||||
String to print next to or inside the button.
|
||||
<P>You can put newlines into the string to make multiple lines, the
|
||||
easiest way is by typing ctrl+j. </P>
|
||||
<P>You can put newlines into the string to make multiple lines. The
|
||||
easiest way is by typing Ctrl+j. </P>
|
||||
<H3>Label style (pull down menu)</H3>
|
||||
How to draw the label. Normal, shadowned, engraved, and embossed
|
||||
How to draw the label. Normal, shadowed, engraved, and embossed
|
||||
change the appearance of the text. "symbol" requires the label to
|
||||
start with an '@' sign to draw a named <A href=Labeltypes.html#symbols>
|
||||
symbol</A>.
|
||||
<P>From this menu you can also pick <A href=drawing.html#images>
|
||||
"Image..."</A>. This lets you use the contents of an image file
|
||||
(currently an xpm pixmap or xbm bitmap) to label the widget. </P>
|
||||
<H3>Label alignement (buttons)</H3>
|
||||
"Image..."</A>. This lets you use the contents of a GIF, XPM, or
|
||||
XBM image file to label the widget. </P>
|
||||
<H3>Label Alignment (Buttons)</H3>
|
||||
Where to draw the label. The arrows put it on that side of the
|
||||
widget, you can combine the to put it in the corner. The "box" button
|
||||
puts the label inside the widget, rather than outside.
|
||||
<H3>Label font</H3>
|
||||
<H3>Label Font</H3>
|
||||
Font to draw the label in. Ignored by symbols, bitmaps, and pixmaps.
|
||||
Your program can change the actual font used by these "slots", in case
|
||||
Your program can change the actual font used by these "slots" in case
|
||||
you want some font other than the 16 provided.
|
||||
<H3>Label size</H3>
|
||||
Point size for the font to draw the label in. Ignored by symbols,
|
||||
<H3>Label Size</H3>
|
||||
Pixel size (height) for the font to draw the label in. Ignored by symbols,
|
||||
bitmaps, and pixmaps. To see the result without dismissing the panel,
|
||||
type the new number and then Tab.
|
||||
<H3>Label color</H3>
|
||||
Color to draw the label. Ignored by pixmaps (bitmaps, however, do use
|
||||
<H3>Label Color</H3>
|
||||
Color to draw the label. Ignored by pixmaps (bitmaps, however, do use
|
||||
this color as the foreground color).
|
||||
<H3>Text font, size, color</H3>
|
||||
Some widgets display text, such as input fields, pull-down menus,
|
||||
browsers. You can change this here.
|
||||
<H3>Text Font, Size, and Color</H3>
|
||||
Some widgets display text, such as input fields, pull-down menus, and
|
||||
browsers.
|
||||
<H3>Visible</H3>
|
||||
If you turn this off the widget is hidden initially. Don't change
|
||||
If you turn this off then the widget is hidden initially. Don't change
|
||||
this for windows or for the immediate children of a Tabs group.
|
||||
<H3>Active</H3>
|
||||
If you turn this off the widget is deactivated initially. Currently
|
||||
no FLTK widgets display the fact that they are inactive (like by
|
||||
graying out), but this may change in the future.
|
||||
If you turn this off then the widget is deactivated initially.
|
||||
<H3>Resizable</H3>
|
||||
If a window is resizable or has an immediate child that is resizable,
|
||||
If a window is resizable or has an immediate child that is resizable,
|
||||
then the user will be able to resize it. In addition all the size
|
||||
changes of a window or group will go "into" the resizable child. If
|
||||
you have a large data display surrounded by buttons, you probably want
|
||||
that data area to be resizable.
|
||||
<P>Only one child can be resizable. Turning this on turns it off for
|
||||
other children. </P>
|
||||
the other children. </P>
|
||||
<P>You can get more complex behavior by making invisible boxes the
|
||||
resizable widget, or by using hierarchies of groups. Unfortunatley the
|
||||
resizable widget, or by using hierarchies of groups. Unfortunately the
|
||||
only way to test it is to compile the program. Resizing the FLUID
|
||||
window is <I>not</I> the same as what will happen in the user program. </P>
|
||||
<H3>Hotspot</H3>
|
||||
Each window may have exactly one hotspot (turning this on will turn
|
||||
off any others). This will cause it to be positioned with that widget
|
||||
centered on the mouse. This position is determined <I>when the FLUID
|
||||
function is called, so you should call it immediately before showing
|
||||
the window</I>. If you want the window to hide and then reappear at a
|
||||
function is called</I>, so you should call it immediately before showing
|
||||
the window. If you want the window to hide and then reappear at a
|
||||
new position, you should have your program set the hotspot itself just
|
||||
before show().
|
||||
<H3>subclass</H3>
|
||||
This is how you put your own subclasses of Fl_Widget in. Whatever
|
||||
before <tt>show()</tt>.
|
||||
<H3>Subclass</H3>
|
||||
This is how you use your own subclasses of <tt>Fl_Widget</tt>. Whatever
|
||||
identifier you type in here will be the class that is instantiated.
|
||||
<P>In addition, no #include header file is put in the .h file. You
|
||||
must provide a #include line as the first of the "extrawhich declares
|
||||
your subclass. </P>
|
||||
<P>The class had better be similar to the class you are spoofing. It
|
||||
<P>In addition, no <tt>#include</tt> header file is put in the <TT>.h</TT> file. You
|
||||
must provide a <tt>#include</tt> line as the first line of the "Extra
|
||||
Code" which declares your subclass. </P>
|
||||
<P>The class must be similar to the class you are spoofing. It
|
||||
does not have to be a subclass. It is sometimes useful to change this
|
||||
to another FLTK class: currently the only way to get a double-buffered
|
||||
to another FLTK class. Currently the only way to get a double-buffered
|
||||
window is to change this field for the window to "Fl_Double_Window" and
|
||||
to add "#include <FL/Fl_Double_Window.h>" to the extra code. </P>
|
||||
<H3>Extra code</H3>
|
||||
These four fields let you type in literal lines of code to dump into
|
||||
the .h or .cxx files.
|
||||
<P>If the text starts with a '#' or the word "extern" then FLUID thinks
|
||||
this is an "include" line, and it is written to the .h file. If the
|
||||
<H3>Extra Code</H3>
|
||||
These four fields let you type in literal lines of code to dump into
|
||||
the <TT>.h</TT> or <TT>.cxx</TT> files.
|
||||
<P>If the text starts with a <tt>#</tt> or the word <tt>extern</tt> then FLUID thinks
|
||||
this is an "include" line, and it is written to the <TT>.h</TT> file. If the
|
||||
same include line occurs several times then only one copy is written. </P>
|
||||
<P>All other lines are "code" lines. The widget being constructed is
|
||||
pointed to by the local variable 'o'. The window being constructed is
|
||||
pointed to by the local variable 'w'. You can also access any
|
||||
<P>All other lines are "code" lines. The current widget is
|
||||
pointed to by the local variable <tt>o</tt>. The window being constructed is
|
||||
pointed to by the local variable <tt>w</tt>. You can also access any
|
||||
arguments passed to the function here, and any named widgets that are
|
||||
before this one. </P>
|
||||
<P>FLUID will check for matching parenthesis, braces, and quotes, but
|
||||
does not do much other error checking. Be careful here, as it may be
|
||||
hard to figure out what widget is producing an error in the compiler.
|
||||
If you need more than 4 lines you probably should call a function in
|
||||
your own .cxx code. </P>
|
||||
If you need more than four lines you probably should call a function in
|
||||
your own <TT>.cxx</TT> code. </P>
|
||||
<H3>Callback</H3>
|
||||
This can either be the name of a function, or a small snippet of code.
|
||||
FLUID thinks that if there is any punctuation then it is code.
|
||||
This can either be the name of a function, or a small snippet of code.
|
||||
If you enter anything but letters, numbers, and the underscore then FLUID
|
||||
treats it as code.
|
||||
<P>A name names a function in your own code. It must be declared as
|
||||
"voidname>(<class>*,void*)". </P>
|
||||
<P>A code snippet is inserted into a static function in the .cxx output
|
||||
file. The function prototype is "voidclass>*so you can refer to the
|
||||
widget as 'o' and the user_data as 'v'. FLUID will check for matching
|
||||
parenthesis, braces, and quotes, but does not do much other error
|
||||
checking. Be careful here, as it may be hard to figure out what widget
|
||||
is producing an error in the compiler. </P>
|
||||
<tt>void name(<class>*,void*)</tt>. </P>
|
||||
<P>A code snippet is inserted into a static function in the
|
||||
<TT>.cxx</TT> output file. The function prototype is <tt>void
|
||||
name(class *o, void *v)</tt> so that you can refer to the widget as
|
||||
<tt>o</tt> and the <tt>user_data()</tt> as <tt>v</tt>. FLUID will
|
||||
check for matching parenthesis, braces, and quotes, but does not do
|
||||
much other error checking. Be careful here, as it may be hard to
|
||||
figure out what widget is producing an error in the compiler. </P>
|
||||
<P>If the callback is blank then no callback is set. </P>
|
||||
<H3>user_data</H3>
|
||||
<P>This is a value for the user_data() of the widget. If blank the
|
||||
<P>This is a value for the <tt>user_data()</tt> of the widget. If blank the
|
||||
default value of zero is used. This can be any piece of C code that
|
||||
can be put "(void*)(<here>)". </P>
|
||||
<H3>User data type</H3>
|
||||
The "void*" in the callback function prototypes is replaced with this.
|
||||
You may want to use "long" for old XForms code. Be warned that
|
||||
anything other than "void*" is not guaranteed to work by the C++ spec!
|
||||
However on most architectures other pointer types are ok, and long is
|
||||
usually ok.
|
||||
can be cast to a <tt>void</tt> pointer.</P>
|
||||
<H3>User Data Type</H3>
|
||||
The <tt>void *</tt> in the callback function prototypes is replaced with this.
|
||||
You may want to use <tt>long</tt> for old XForms code. Be warned that
|
||||
anything other than <tt>void *</tt> is not guaranteed to work!
|
||||
However on most architectures other pointer types are ok, and <tt>long</tt> is
|
||||
usually ok, too.
|
||||
<H3>When</H3>
|
||||
When to do the callback. Can be "never", "changed", "release". The
|
||||
When to do the callback. This can be "never", "changed",
|
||||
"release", "enter key", or "no change". The
|
||||
value of "enter key" is only useful for text input fields. The "no
|
||||
change" button means the callback is done on the matching event even if
|
||||
the data is not changed.
|
||||
<P>There are rare but useful other values for the when() field that are
|
||||
<P>There are other rare but useful values for the <tt>when()</tt> field that are
|
||||
not in the menu. You should use the extra code fields to put these
|
||||
values in. <A name=windows></P>
|
||||
values in.</P>
|
||||
<H2>Selecting Moving Widgets</H2>
|
||||
<P>Double-clicking a window name in the browser will display it, if not
|
||||
displayed yet. From this display you can select widgets, sets of
|
||||
@ -530,15 +537,15 @@ up a file chooser from which you pick the image file. If an image has
|
||||
already been chosen, you can change the image used by picking
|
||||
"Image..." again. The name of the image will appear in the "label"
|
||||
field, but you can't edit it. </P>
|
||||
<P>The <I>contents</I> of the image file are written to the .cxx file,
|
||||
so if you wish to distribute the C code, you only need to copy the .cxx
|
||||
<P>The <I>contents</I> of the image file are written to the <TT>.cxx</TT> file,
|
||||
so if you wish to distribute the C code, you only need to copy the <TT>.cxx</TT>
|
||||
file, not the images. If many widgets share the same image then only
|
||||
one copy is written. </P>
|
||||
<P>However the <I>file name</I> is stored in the .fl file, so to read
|
||||
the .fl file you need the image files as well. Filenames are relative
|
||||
to the location the .fl file is (not necessarily the current
|
||||
<P>However the <I>file name</I> is stored in the <TT>.fl</TT> file, so to read
|
||||
the <TT>.fl</TT> file you need the image files as well. Filenames are relative
|
||||
to the location the <TT>.fl</TT> file is (not necessarily the current
|
||||
directory). I recommend you either put the images in the same
|
||||
directory as the .fl file, or use absolute path names. </P>
|
||||
directory as the <TT>.fl</TT> file, or use absolute path names. </P>
|
||||
<H3>Notes for all image types</H3>
|
||||
<P>FLUID runs using the default visual of your X server. This may be 8
|
||||
bits, which will give you dithered images. You may get better results
|
||||
@ -598,4 +605,4 @@ as for xpm files. Notice that the conversion removes the compression,
|
||||
so the code may be much bigger than the .gif file. Only the first
|
||||
image of an animated gif file is used. </P>
|
||||
<P>Behavior and performance with large .gif files is not guaranteed! </P>
|
||||
</A></A></BODY></HTML>
|
||||
</A></A></BODY></HTML>
|
||||
|
BIN
documentation/fluid_prefs.gif
Normal file
BIN
documentation/fluid_prefs.gif
Normal file
Binary file not shown.
After Width: | Height: | Size: 10 KiB |
@ -95,7 +95,7 @@ terms of the <A href=#licensing>GNU Library General Public License</A>.
|
||||
Contrary to popular belief, it can be used in commercial software!
|
||||
(Even Bill Gates could use it.)
|
||||
<H2>What Does "FLTK" Mean?</H2>
|
||||
FLTK was originally designed to be compatable with the Forms Library
|
||||
FLTK was originally designed to be compatible with the Forms Library
|
||||
written for SGI machines. In that library all the functions and
|
||||
structures started with "fl_". This naming was extended to all new
|
||||
methods and widgets in the C++ library, and this prefix was taken as
|
||||
@ -110,8 +110,30 @@ Kit".
|
||||
the default of no options and then compile everything.
|
||||
<P>FLTK uses GNU autoconf to configure itself for your UNIX platform.
|
||||
The main things that the configure script will look for are the X11,
|
||||
OpenGL (or Mesa), and JPEG header and library files. Make sure that
|
||||
they are in the standard include/library locations. </P>
|
||||
OpenGL (or Mesa), and JPEG header and library files. If these cannot be
|
||||
found in the standard include/library locations you'll need to define the
|
||||
<tt>CFLAGS</tt>, <tt>CXXFLAGS</tt>, and <tt>LDFLAGS</tt> environment
|
||||
variables. For the Bourne and Korn shells you'd use:</P>
|
||||
<UL><PRE>
|
||||
CFLAGS=-I<I>includedir</I>; export CFLAGS
|
||||
CXXFLAGS=-I<I>includedir</I>; export CXXFLAGS
|
||||
LDFLAGS=-L<I>libdir</I>; export LDFLAGS
|
||||
</PRE></UL>
|
||||
For C shell and tcsh, use:
|
||||
<UL><PRE>
|
||||
setenv CFLAGS "-I<I>includedir</I>"
|
||||
setenv CXXFLAGS "-I<I>includedir</I>"
|
||||
setenv LDFLAGS "-L<I>libdir</I>"
|
||||
</PRE></UL>
|
||||
By default configure will look for a C++ compiler named <tt>CC</tt>, <tt>c++</tt>,
|
||||
<tt>g++</tt>, or <tt>gcc</tt> in that order. To use another compiler you need
|
||||
to set the <tt>CXX</tt> environment variable:
|
||||
<UL><PRE>
|
||||
CXX=xlC; export xlC
|
||||
setenv CXX "xlC"
|
||||
</PRE></UL>
|
||||
The <tt>CC</tt> environment variable can also be used to override the default
|
||||
C compiler, which is used for a few FLTK source files.
|
||||
<P>You can run configure yourself to get the exact setup you need. Type
|
||||
"./configure <options>", where options are: </P>
|
||||
<DL>
|
||||
@ -184,7 +206,7 @@ reporting bugs]</DD>
|
||||
</DL>
|
||||
To send a message to the FLTK mailing list ("fltk@easysw.com") you
|
||||
must first join the list. Non-member submissions are blocked to avoid
|
||||
problems with SPAM...
|
||||
problems with unsolicited email.
|
||||
<P>To join the FLTK mailing list, send a message to
|
||||
"majordomo@easysw.com" with "subscribe fltk" in the message body. A
|
||||
digest of this list is available by subscribing to the "fltk-digest"
|
||||
|
@ -2,16 +2,16 @@
|
||||
<H1 ALIGN=RIGHT><A NAME=opengl>9 - Using OpenGL</A></H1>
|
||||
This chapter discusses using FLTK for your OpenGL applications.
|
||||
<H2>Using OpenGL in FLTK</H2>
|
||||
The easiest way to make an OpenGL display is to subclass <A href=Fl_Gl_Window.html#Fl_Gl_Window>
|
||||
The easiest way to make an OpenGL display is to subclass <A href=Fl_Gl_Window.html#Fl_Gl_Window>
|
||||
<TT>Fl_Gl_Window</TT></A>. Your subclass must implement a <TT>draw()</TT>
|
||||
method which uses OpenGL calls to draw the display. Your main program
|
||||
method which uses OpenGL calls to draw the display. Your main program
|
||||
should call <TT>redraw()</TT> when the display needs to change, and
|
||||
(somewhat later) FLTK will call <TT>draw()</TT>.
|
||||
<P>With a bit of care you can also use OpenGL to draw into normal FLTK
|
||||
windows. This is mostly useful because you can use Gourand shading for
|
||||
windows. This allows you to use Gouraud shading for
|
||||
drawing your widgets. To do this you use the <A href=#gl_start><TT>
|
||||
gl_start()</TT></A> and <A href=#gl_finish><TT>gl_finish()</TT></A>
|
||||
functions around your OpenGL code. </P>
|
||||
functions around your OpenGL code. </P>
|
||||
<P>You must include FLTK's <TT><FL/gl.h></TT> header file. It will
|
||||
include the file <TT><GL/gl.h></TT>, define some extra drawing
|
||||
functions provided by FLTK, and include the <TT><windows.h></TT> header
|
||||
@ -25,7 +25,7 @@ file needed by WIN32 applications. </P>
|
||||
user). </LI>
|
||||
</UL>
|
||||
<H3>Defining the Subclass</H3>
|
||||
To define the subclass you just subclass <TT>Fl_Gl_Window</TT> class:
|
||||
To define the subclass you just subclass the <TT>Fl_Gl_Window</TT> class:
|
||||
<UL>
|
||||
<PRE>
|
||||
class MyWindow : public Fl_Gl_Window {
|
||||
@ -81,6 +81,10 @@ int MyWindow::handle(int event) {
|
||||
... keypress, key is in Fl::event_key(), ascii in Fl::event_text()
|
||||
... Return 1 if you understand/use the keyboard event, 0 otherwise...
|
||||
return 1;
|
||||
case FL_SHORTCUT:
|
||||
... shortcut, key is in Fl::event_key(), ascii in Fl::event_text()
|
||||
... Return 1 if you understand/use the shortcut event, 0 otherwise...
|
||||
return 1;
|
||||
default:
|
||||
// tell FLTK that I don't understand other events
|
||||
return 0;
|
||||
@ -88,11 +92,11 @@ int MyWindow::handle(int event) {
|
||||
}
|
||||
</PRE>
|
||||
</UL>
|
||||
When <TT>handle()</TT> is called, the OpenGL context is not set up!
|
||||
If your display changes, you should call <TT>redraw()</TT> and let <TT>
|
||||
When <TT>handle()</TT> is called, the OpenGL context is not set up!
|
||||
If your display changes, you should call <TT>redraw()</TT> and let <TT>
|
||||
draw()</TT> do the work. Don't call any OpenGL drawing functions from
|
||||
inside <TT>handle()</TT>!
|
||||
<P>You can call some OpenGL stuff like hit detection and texture
|
||||
<P>You can call <I>some</I> OpenGL stuff like hit detection and texture
|
||||
loading functions by doing: </P>
|
||||
<UL>
|
||||
<PRE>
|
||||
@ -106,25 +110,25 @@ loading functions by doing: </P>
|
||||
detection, loading textures, etc...
|
||||
</PRE>
|
||||
</UL>
|
||||
Your main program can now create one of your windows by doing <TT>new
|
||||
MyWindow(...)</TT>. You can also use <A href=fluid.html#fluid>fluid</A>
|
||||
by:
|
||||
Your main program can now create one of your windows by doing <TT>new
|
||||
MyWindow(...)</TT>. You can also use <A href=FLUID.html#FLUID>FLUID</A>
|
||||
by:
|
||||
<OL>
|
||||
<LI>Put your class definition in a MyWindow.H file. </LI>
|
||||
<LI>In fluid create a box object, resize place where you want. </LI>
|
||||
<LI>In the control panel, fill in the "class" field with MyWindow.H.
|
||||
This will make fluid produce constructors for your new class. </LI>
|
||||
<LI>In the "extra code" put <TT>#include "MyWindow.H"</TT>, so that
|
||||
the fluid output file will compile. </LI>
|
||||
<LI>Putting your class definition in a <tt>MyWindow.H</tt> file. </LI>
|
||||
<LI>Creating a <tt>Fl_Box</tt> widget in FLUID.</LI>
|
||||
<LI>In the widget panel fill in the "class" field with <tt>MyWindow</tt>.
|
||||
This will make FLUID produce constructors for your new class. </LI>
|
||||
<LI>In the "Extra Code" field put <TT>#include "MyWindow.H"</TT>, so that
|
||||
the FLUID output file will compile. </LI>
|
||||
</OL>
|
||||
You must put <TT>glwindow->show()</TT> in your main code after calling <TT>
|
||||
You must put <TT>glwindow->show()</TT> in your main code after calling <TT>
|
||||
show()</TT> on the window containing the OpenGL window.
|
||||
<H2>Using OpenGL in Normal FLTK Windows</H2>
|
||||
You can put OpenGL code into an <A href=#draw><TT>Fl_Widget::draw()</TT>
|
||||
You can put OpenGL code into an <A href=#draw><TT>Fl_Widget::draw()</TT>
|
||||
</A> method or into the code for a <A href=common.html#boxtypes>boxtype</A>
|
||||
or other places with some care.
|
||||
<P>Most important, before you show <I>any</I> windows (including those
|
||||
that don't have OpenGL drawing) you must initialize FLTK so that it
|
||||
or other places with some care.
|
||||
<P>Most importantly, before you show <I>any</I> windows (including those
|
||||
that don't have OpenGL drawing) you <B>must</B> initialize FLTK so that it
|
||||
knows it is going to use OpenGL. You may use any of the symbols
|
||||
described for <A href=Fl_Gl_Window.html#Fl_Gl_Window.mode><TT>
|
||||
Fl_Gl_Window::mode()</TT></A> to describe how you intend to use OpenGL: </P>
|
||||
@ -133,7 +137,7 @@ Fl_Gl_Window::mode()</TT></A> to describe how you intend to use OpenGL: </P>
|
||||
Fl::gl_visual(FL_RGB);
|
||||
</PRE>
|
||||
</UL>
|
||||
You can then put OpenGL drawing code anywhere you can draw normally by
|
||||
You can then put OpenGL drawing code anywhere you can draw normally by
|
||||
surrounding it with:
|
||||
<UL>
|
||||
<PRE>
|
||||
@ -153,7 +157,7 @@ projection transformation or anything else you should use <TT>
|
||||
glPushMatrix()</TT> and <TT>glPopMatrix()</TT> functions to put the
|
||||
state back before calling <TT>gl_finish()</TT>. </P>
|
||||
<P>You may want to use <TT>Fl_Window::current()->h()</TT> to get the
|
||||
drawable height so you can flip the Y coordinates. </P>
|
||||
drawable height so that you can flip the Y coordinates. </P>
|
||||
<P>Unfortunately, there are a bunch of limitations you must adhere to
|
||||
for maximum portability: </P>
|
||||
<UL>
|
||||
@ -163,24 +167,25 @@ for maximum portability: </P>
|
||||
<LI>You cannot use <TT>Fl_Double_Window</TT> or <TT>Fl_Overlay_Window</TT>
|
||||
. </LI>
|
||||
</UL>
|
||||
Do <I>not</I> call <TT>gl_start()</TT> or <TT>gl_finish()</TT> when
|
||||
Do <I>not</I> call <TT>gl_start()</TT> or <TT>gl_finish()</TT> when
|
||||
drawing into an <TT>Fl_Gl_Window</TT>!
|
||||
<H2>OpenGL drawing functions</H2>
|
||||
FLTK provides some useful OpenGL drawing functions. They can be
|
||||
<H2>OpenGL Drawing Functions</H2>
|
||||
FLTK provides some useful OpenGL drawing functions. They can be
|
||||
freely mixed with any OpenGL calls, and are defined by including <TT>
|
||||
<FL/gl.H></TT> (which you should include instead of the OpenGL header <TT>
|
||||
<GL/gl.h></TT>).
|
||||
<H3>void gl_color(Fl_Color)</H3>
|
||||
Set the current color to a FLTK color index. <I>For color-index modes
|
||||
Set the current color to a FLTK color. <I>For color-index modes
|
||||
it will use <TT>fl_xpixel(c)</TT>, which is only right if this window
|
||||
uses the default colormap!</I>
|
||||
<H3>void gl_rect(int x, int y, int w, int h)
|
||||
<BR> void gl_rectf(int x, int y, int w, int h)</H3>
|
||||
Outline or fill a rectangle with the current color. If <TT>ortho()</TT>
|
||||
has been called, then the rectangle will exactly fill the pixel
|
||||
Outline or fill a rectangle with the current color. If
|
||||
<A HREF="Fl_Gl_Window.html#Fl_Gl_Window.ortho"><TT>Fl_Gl_Window::ortho()</TT></A>
|
||||
has been called, then the rectangle will exactly fill the pixel
|
||||
rectangle passed.
|
||||
<H3>void gl_font(Fl_Font fontid, int size)</H3>
|
||||
Set the "current OpenGL font" to the same font you get by calling <A href=drawing.html#fl_font>
|
||||
Set the current OpenGL font to the same font you get by calling <A href=drawing.html#fl_font>
|
||||
<TT>fl_font()</TT></A>.
|
||||
<H3>int gl_height()
|
||||
<BR> int gl_descent()
|
||||
@ -190,8 +195,8 @@ rectangle passed.
|
||||
Return information about the current OpenGL font.
|
||||
<H3>void gl_draw(const char *)
|
||||
<BR> void gl_draw(const char *, int n)</H3>
|
||||
Draw a nul-terminated string or an array of <TT>n</TT> characters in
|
||||
the current OpenGL font at the current <TT>glRasterPos</TT>.
|
||||
Draw a nul-terminated string or an array of <TT>n</TT> characters in
|
||||
the current OpenGL font at the current raster position.
|
||||
<H3>void gl_draw(const char *, int x, int y)
|
||||
<BR> void gl_draw(const char *, int n, int x, int y)
|
||||
<BR> void gl_draw(const char *, float x, float y)
|
||||
@ -299,4 +304,4 @@ void OptimizerWindow::draw() {
|
||||
<H3>The scene() Method</H3>
|
||||
The <TT>scene()</TT> method sets the scene to be drawn. The scene is
|
||||
a collection of 3D objects in a <TT>csGroup</TT>. The scene is redrawn
|
||||
after this call. </BODY></HTML>
|
||||
after this call. </BODY></HTML>
|
||||
|
@ -1,11 +1,11 @@
|
||||
<HTML>
|
||||
<HEAD><META CONTENT="Michael Sweet" NAME=Author><META CONTENT="Copyright 1998-1999 by Bill Spitzak and Others."
|
||||
NAME=Copyright><META CONTENT="Revision 1" NAME=DocNumber>
|
||||
<HEAD><META CONTENT="Written by Michael Sweet and Bill Spitzak" NAME=Author><META CONTENT="Copyright 1998-1999 by Bill Spitzak and Others."
|
||||
NAME=Copyright><META CONTENT="Revision 2" NAME=DocNumber>
|
||||
<TITLE>FLTK 1.0 Programming Manual</TITLE>
|
||||
</HEAD>
|
||||
<BODY>
|
||||
<H1 ALIGN=RIGHT><A NAME=preface>Preface</A></H1>
|
||||
This manual describes the Fast Light Tool Kit ("FLTK") version 1.0, a
|
||||
This manual describes the Fast Light Tool Kit ("FLTK") version 1.0, a
|
||||
C++ Graphical User Interface ("GUI") toolkit for UNIX and Microsoft
|
||||
Windows. Each of the chapters in this manual is designed as a tutorial
|
||||
for using FLTK, while the appendices provide a convenient reference for
|
||||
|
@ -5,12 +5,12 @@ widgets in FLTK.
|
||||
<H2>Subclassing</H2>
|
||||
New widgets are created by <I>subclassing</I> an existing FLTK widget,
|
||||
typically <TT>Fl_Widget</TT> for controls and <TT>Fl_Group</TT> for
|
||||
containers.
|
||||
composite widgets.
|
||||
<P>A control widget typically interacts with the user to receive and/or
|
||||
display a value of some sort. </P>
|
||||
<P>A container widget holds a list of child widgets and handles moving,
|
||||
<P>A composite widget widget holds a list of child widgets and handles moving,
|
||||
sizing, showing, or hiding them as needed. <TT>Fl_Group</TT> is the
|
||||
main container widget class in FLTK, and all of the other containers (<TT>
|
||||
main composite widget widget class in FLTK, and all of the other composite widgets (<TT>
|
||||
Fl_Pack</TT>, <TT>Fl_Scroll</TT>, <TT>Fl_Tabs</TT>, <TT>Fl_Tile</TT>,
|
||||
and <TT>Fl_Window</TT>) are subclasses of it. </P>
|
||||
<P>You can also subclass other existing widgets to provide a different
|
||||
@ -23,13 +23,13 @@ the face of the button. </P>
|
||||
subclass of <TT>Fl_Widget</TT>. <TT>Fl_Widget</TT> has only four
|
||||
virtual methods, and overriding some or all of these may be necessary.
|
||||
<H2>The Constructor</H2>
|
||||
The constructor should access the following arguments:
|
||||
The constructor should have the following arguments:
|
||||
<UL>
|
||||
<PRE>
|
||||
MyClass(int x, int y, int w, int h, const char *label = 0);
|
||||
</PRE>
|
||||
</UL>
|
||||
This will allow the class to be used in <A href=fluid.html#fluid>Fluid</A>
|
||||
This will allow the class to be used in <A href=fluid.html#fluid>FLUID</A>
|
||||
without problems.
|
||||
<P>The constructor must call the constructor for the base class and
|
||||
pass the same arguments: </P>
|
||||
@ -41,8 +41,8 @@ MyClass::MyClass(int x, int y, int w, int h, const char *label)
|
||||
}
|
||||
</PRE>
|
||||
</UL>
|
||||
<TT>Fl_Widget</TT>'s protected constructor sets <TT>x()</TT>, <TT>y()</TT>
|
||||
, <TT>w()</TT>, <TT>h()</TT>, and <TT>label()</TT> to the passed values
|
||||
<TT>Fl_Widget</TT>'s protected constructor sets <TT>x()</TT>, <TT>y()</TT>,
|
||||
<TT>w()</TT>, <TT>h()</TT>, and <TT>label()</TT> to the passed values
|
||||
and initializes the other instance variables to:
|
||||
<UL>
|
||||
<PRE>
|
||||
@ -62,14 +62,14 @@ flags(ACTIVE|VISIBLE);
|
||||
<H2>Protected Methods of Fl_Widget</H2>
|
||||
The following methods are provided for subclasses to use:
|
||||
<UL>
|
||||
<LI><A name=#clear_visible>clear_visible</A></LI>
|
||||
<LI><A name=#damage>damage</A></LI>
|
||||
<LI><A name=#draw_box>draw_box</A></LI>
|
||||
<LI><A name=#draw_label>draw_label</A></LI>
|
||||
<LI><A name=#set_flag>set_flag</A></LI>
|
||||
<LI><A name=#set_visible>set_visible</A></LI>
|
||||
<LI><A name=#test_shortcut>test_shortcut</A></LI>
|
||||
<LI><A name=#type>type</A></LI>
|
||||
<LI><A href=#clear_visible><TT>Fl_Widget::clear_visible</TT></A></LI>
|
||||
<LI><A href=#damage><TT>Fl_Widget::damage</TT></A></LI>
|
||||
<LI><A href=#draw_box><TT>Fl_Widget::draw_box</TT></A></LI>
|
||||
<LI><A href=#draw_label><TT>Fl_Widget::draw_label</TT></A></LI>
|
||||
<LI><A href=#set_flag><TT>Fl_Widget::set_flag</TT></A></LI>
|
||||
<LI><A href=#set_visible><TT>Fl_Widget::set_visible</TT></A></LI>
|
||||
<LI><A href=#test_shortcut><TT>Fl_Widget::test_shortcut</TT></A></LI>
|
||||
<LI><A href=#type><TT>Fl_Widget::type</TT></A></LI>
|
||||
</UL>
|
||||
<H3><A name=damage>void Fl_Widget::damage(uchar mask)
|
||||
<BR> void Fl_Widget::damage(uchar mask, int x, int y, int w, int h)
|
||||
@ -84,9 +84,31 @@ your widget can call the private <TT>damage(n)</TT>.
|
||||
calls are done in a window (no calls to <TT>damage(n)</TT>) then FLTK
|
||||
will clip to the union of all these calls before drawing anything.
|
||||
This can greatly speed up incremental displays. The mask bits are
|
||||
or'd into <TT>damage()</TT> unless this is a <TT>Fl_Window</TT> widget. </P>
|
||||
OR'd into <TT>damage()</TT> unless this is a <TT>Fl_Window</TT> widget. </P>
|
||||
<P>The third form returns the bitwise-OR of all <TT>damage(n)</TT>
|
||||
calls done since the last <TT>draw()</TT>.</P>
|
||||
<P><I>When redrawing your widgets you should look at the damage bits to
|
||||
see what parts of your widget need redrawing.</I> The <tt>handle()</tt>
|
||||
method can then set individual damage bits to limit the amount of drawing
|
||||
that needs to be done:
|
||||
<UL><PRE>
|
||||
MyClass::handle(int event) {
|
||||
...
|
||||
if (change_to_part1) damage(1);
|
||||
if (change_to_part2) damage(2);
|
||||
if (change_to_part3) damage(4);
|
||||
}
|
||||
|
||||
MyClass::draw() {
|
||||
if (damage() & FL_DAMAGE_ALL) {
|
||||
... draw frame/box and other static stuff ...
|
||||
}
|
||||
|
||||
if (damage() & (FL_DAMAGE_ALL | 1)) draw_part1();
|
||||
if (damage() & (FL_DAMAGE_ALL | 2)) draw_part2();
|
||||
if (damage() & (FL_DAMAGE_ALL | 4)) draw_part3();
|
||||
}
|
||||
</PRE></UL>
|
||||
<H3><A name=draw_box>void Fl_Widget::draw_box() const
|
||||
<BR></A>void Fl_Widget::draw_box(Fl_Boxtype b, ulong c) const</H3>
|
||||
The first form draws this widget's <TT>box()</TT>, using the
|
||||
@ -102,15 +124,14 @@ to be outside the box (on the assumption that the enclosing group will
|
||||
draw those labels).
|
||||
<P>The second form uses the passed bounding box instead of the widget's
|
||||
bounding box. This is useful so "centered" labels are aligned with some
|
||||
feature, such as a moving slider. </P>
|
||||
feature, like a moving slider. </P>
|
||||
<P>The third form draws the label anywhere. It acts as though <TT>
|
||||
FL_ALIGN_INSIDE</TT> has been forced on, the label will appear inside
|
||||
FL_ALIGN_INSIDE</TT> has been forced on so the label will appear inside
|
||||
the passed bounding box. This is designed for parent groups to draw
|
||||
labels with. </P>
|
||||
<H3><A name=set_flag>void Fl_Widget::set_flag(SHORTCUT_LABEL)</A></H3>
|
||||
If your constructor calls this it modifies <TT>draw_label()</TT> so
|
||||
that '&' characters cause an underscore to be printed under the next
|
||||
letter.
|
||||
Modifies <TT>draw_label()</TT> so that '&' characters cause an underscore
|
||||
to be printed under the next letter.
|
||||
<H3><A name=set_visible>void Fl_Widget::set_visible()</A>
|
||||
<BR><A name=clear_visible>void Fl_Widget::clear_visible()</A></H3>
|
||||
Fast inline versions of <TT>Fl_Widget::hide()</TT> and <TT>
|
||||
@ -137,7 +158,7 @@ to not interfere with reserved values.
|
||||
portability. But this may change in the near future if RTTI becomes
|
||||
standard everywhere. </P>
|
||||
<P>If you don't have RTTI you can use the clumsy FLTK mechanisim, by
|
||||
having <TT>type()</TT> have a unique value. These unique values must
|
||||
having <TT>type()</TT> use a unique value. These unique values must
|
||||
be greater than the symbol <TT>FL_RESERVED_TYPE</TT> (which is 100).
|
||||
Look through the header files for <TT>FL_RESERVED_TYPE</TT> to find an
|
||||
unused number. If you make a subclass of <TT>Fl_Window</TT>
|
||||
@ -215,13 +236,13 @@ be called from non-drawing code.
|
||||
calls to this widget since it was last drawn. This can be used for
|
||||
minimal update, by only redrawing the parts whose bits are set. FLTK
|
||||
will turn on the <TT>FL_DAMAGE_ALL</TT> bit if it thinks the entire widget
|
||||
must be redrawn (for instance due to an expose event). </P>
|
||||
must be redrawn (e.g. for an expose event). </P>
|
||||
<P>Expose events (and the above <TT>damage(b,x,y,w,h)</TT>) will cause <TT>
|
||||
draw()</TT> to be called with FLTK's <A href=drawing.html#clipping>
|
||||
clipping</A> turned on. You can greatly speed up redrawing in some
|
||||
cases by testing <TT>fl_clipped</TT> and <TT>fl_current_clip</TT> and
|
||||
skipping invisible parts. </P>
|
||||
<P>Besides the protected methods described above, FLTK provide a large
|
||||
<P>Besides the protected methods described above, FLTK provides a large
|
||||
number of basic drawing functions, which are described <A href=drawing.html#drawing>
|
||||
below</A>. </P>
|
||||
<H2>Resizing the Widget</H2>
|
||||
@ -232,12 +253,12 @@ and <TT>h()</TT> still remain the old size. You must call <TT>resize()</TT>
|
||||
on your base class with the same arguments to get the widget size to
|
||||
actually change.
|
||||
<P>This should <I>not</I> call <TT>redraw()</TT>, at least if only the <TT>
|
||||
x()</TT> and <TT>y()</TT> change. This is because group objects like <A href=Fl_Scroll.html#Fl_Scroll>
|
||||
x()</TT> and <TT>y()</TT> change. This is because composite widgets like <A href=Fl_Scroll.html#Fl_Scroll>
|
||||
<TT>Fl_Scroll</TT></A> may have a more efficient way of drawing the new
|
||||
position. </P>
|
||||
<H2>Making a Composite/Group Widget</H2>
|
||||
A "composite" widget contains one or more "child" widgets. To do this
|
||||
you should subclass <A href=Fl_Group.html#Fl_Group><TT>Fl_Group</TT></A>
|
||||
<H2>Making a Composite Widget</H2>
|
||||
A "composite" widget contains one or more "child" widgets.
|
||||
To make a composite widget you should subclass <A href=Fl_Group.html#Fl_Group><TT>Fl_Group</TT></A>
|
||||
. It is possible to make a composite object that is not a subclass of <TT>
|
||||
Fl_Group</TT>, but you'll have to duplicate the code in <TT>Fl_Group</TT>
|
||||
anyways.
|
||||
@ -335,7 +356,7 @@ Fl_Group::draw_outside_label(Fl_Widget&) const</A></H3>
|
||||
draw_label()</TT></A>. If you want more control over the label
|
||||
positions you might want to call <TT>child->draw_label(x,y,w,h,a)</TT>.
|
||||
<H3><A name=update_child>void Fl_Group::update_child(Fl_Widget&)</A></H3>
|
||||
Draws the child only if it's <TT>damage()</TT> is non-zero. You
|
||||
Draws the child only if its <TT>damage()</TT> is non-zero. You
|
||||
should call this on all the children if your own damage is equal to
|
||||
FL_DAMAGE_CHILD. Nothing is done if the child is not <TT>visible()</TT>
|
||||
or if it is clipped.
|
||||
@ -343,10 +364,10 @@ FL_DAMAGE_CHILD. Nothing is done if the child is not <TT>visible()</TT>
|
||||
FLTK provides routines to cut and paste ASCII text (in the future this
|
||||
may be UTF-8) between applications:
|
||||
<UL>
|
||||
<LI><A href=functions.html#paste>Fl::paste</A></LI>
|
||||
<LI><A href=functions.html#selection>Fl::selection</A></LI>
|
||||
<LI><A href=#selection_length>Fl::selection_length</A></LI>
|
||||
<LI><A href=functions.html#selection_owner>Fl::selection_owner</A></LI>
|
||||
<LI><A href=functions.html#paste><TT>Fl::paste</TT></A></LI>
|
||||
<LI><A href=functions.html#selection><TT>Fl::selection</TT></A></LI>
|
||||
<LI><A href=#selection_length><TT>Fl::selection_length</TT></A></LI>
|
||||
<LI><A href=functions.html#selection_owner><TT>Fl::selection_owner</TT></A></LI>
|
||||
</UL>
|
||||
It may be possible to cut/paste non-ASCII data by using <A href=osissues.html#add_handler>
|
||||
<TT>Fl::add_handler()</TT></A>.
|
||||
@ -354,21 +375,21 @@ may be UTF-8) between applications:
|
||||
You may want your widget to be a subclass of <TT>Fl_Window</TT>. This
|
||||
can be useful if your widget wants to occupy an entire window, and can
|
||||
also be used to take advantage of system-provided clipping, or to work
|
||||
with a library that expects a system window id to indicate where to
|
||||
with a library that expects a system window ID to indicate where to
|
||||
draw.
|
||||
<P>Subclassing <TT>Fl_Window</TT> is almost exactly like subclassing <TT>
|
||||
Fl_Widget</TT>, in fact you can easily switch a subclass back and
|
||||
Fl_Widget</TT>, and in fact you can easily switch a subclass back and
|
||||
forth. Watch out for the following differences: </P>
|
||||
<OL>
|
||||
<LI><TT>Fl_Window</TT> is a subclass of <TT>Fl_Group</TT> so <I>make
|
||||
sure your constructor calls <TT>end()</TT></I> (unless you actually
|
||||
want children added to your window). </LI>
|
||||
<LI>When handling events and drawing, the upper-left corner is at 0,0,
|
||||
not <TT>x(),y()</TT> as in other <TT>Fl_Widget</TT>s. For instance, to
|
||||
not <TT>x(),y()</TT> as in other <TT>Fl_Widget</TT>'s. For instance, to
|
||||
draw a box around the widget, call <TT>draw_box(0, 0, w(), h())</TT>,
|
||||
rather than <TT>draw_box( x(), y(), w(), h())</TT>. </LI>
|
||||
rather than <TT>draw_box(x(), y(), w(), h())</TT>. </LI>
|
||||
</OL>
|
||||
You may also want to subclass <TT>Fl_Window</TT> in order to get
|
||||
access to different visuals or to change other attributes of the
|
||||
windows. See <A href=osissues.html#osissues>Appendix F - Operating
|
||||
System Issues</A> for more information. </BODY></HTML>
|
||||
windows. See <A href=osissues.html#osissues>"Appendix F - Operating
|
||||
System Issues"</A> for more information. </BODY></HTML>
|
||||
|
Loading…
Reference in New Issue
Block a user