Improve docs about subclassing
- fix syntax errors in example code, e.g.: children_ is private - use FLTK coding style - improve alignment
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@ -47,8 +47,8 @@ pass the same arguments:
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\code
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MyClass::MyClass(int x, int y, int w, int h, const char *label)
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: Fl_Widget(x, y, w, h, label) {
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// do initialization stuff...
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: Fl_Widget(x, y, w, h, label) {
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// do initialization stuff...
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}
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\endcode
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@ -57,19 +57,19 @@ Fl_Widget's protected constructor sets \p x(), \p y(),
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and initializes the other instance variables to:
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\code
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type(0);
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box(FL_NO_BOX);
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color(FL_BACKGROUND_COLOR);
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selection_color(FL_BACKGROUND_COLOR);
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labeltype(FL_NORMAL_LABEL);
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labelstyle(FL_NORMAL_STYLE);
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labelsize(FL_NORMAL_SIZE);
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labelcolor(FL_FOREGROUND_COLOR);
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align(FL_ALIGN_CENTER);
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callback(default_callback,0);
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flags(ACTIVE|VISIBLE);
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image(0);
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deimage(0);
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type(0);
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box(FL_NO_BOX);
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color(FL_BACKGROUND_COLOR);
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selection_color(FL_BACKGROUND_COLOR);
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labeltype(FL_NORMAL_LABEL);
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labelstyle(FL_NORMAL_STYLE);
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labelsize(FL_NORMAL_SIZE);
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labelcolor(FL_FOREGROUND_COLOR);
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align(FL_ALIGN_CENTER);
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callback(default_callback,0);
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flags(ACTIVE|VISIBLE);
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image(0);
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deimage(0);
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\endcode
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\section subclassing_protected Protected Methods of Fl_Widget
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@ -118,22 +118,22 @@ see what parts of your widget need redrawing.</I> The \p handle()
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method can then set individual damage bits to limit the amount of drawing
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that needs to be done:
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\code
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MyClass::handle(int event) {
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...
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if (change_to_part1) damage(1);
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if (change_to_part2) damage(2);
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if (change_to_part3) damage(4);
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}
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MyClass::draw() {
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if (damage() & FL_DAMAGE_ALL) {
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... draw frame/box and other static stuff ...
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int MyClass::handle(int event) {
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// ...
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if (change_to_part1) damage(1);
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if (change_to_part2) damage(2);
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if (change_to_part3) damage(4);
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}
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if (damage() & (FL_DAMAGE_ALL | 1)) draw_part1();
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if (damage() & (FL_DAMAGE_ALL | 2)) draw_part2();
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if (damage() & (FL_DAMAGE_ALL | 4)) draw_part3();
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}
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void MyClass::draw() {
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if (damage() & FL_DAMAGE_ALL) {
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// ... draw frame/box and other static stuff ...
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}
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if (damage() & (FL_DAMAGE_ALL | 1)) draw_part1();
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if (damage() & (FL_DAMAGE_ALL | 2)) draw_part2();
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if (damage() & (FL_DAMAGE_ALL | 4)) draw_part3();
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}
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\endcode
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\todo Clarify Fl_Window::damage(uchar) handling - seems confused/wrong?
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@ -259,18 +259,18 @@ a pushbutton and also accepts the keystroke \p 'x' to cause the callback:
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\code
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int MyClass::handle(int event) {
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switch(event) {
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switch (event) {
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case FL_PUSH:
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highlight = 1;
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redraw();
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return 1;
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case FL_DRAG: {
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int t = Fl::event_inside(this);
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if (t != highlight) {
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highlight = t;
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redraw();
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}
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int t = Fl::event_inside(this);
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if (t != highlight) {
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highlight = t;
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redraw();
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}
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}
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return 1;
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case FL_RELEASE:
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if (highlight) {
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@ -416,14 +416,16 @@ that a child needs to be drawn. It is fastest if you avoid
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drawing anything else in this case:
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\code
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int MyClass::draw() {
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void MyClass::draw() {
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Fl_Widget *const*a = array();
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if (damage() == FL_DAMAGE_CHILD) { // only redraw some children
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for (int i = children(); i --; a ++) update_child(**a);
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for (int i = children(); i--; a++) {
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update_child(**a);
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}
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} else { // total redraw
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... draw background graphics ...
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// ... draw background graphics ...
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// now draw all the children atop the background:
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for (int i = children_; i --; a ++) {
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for (int i = children(); i--; a++) {
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draw_child(**a);
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draw_outside_label(**a); // you may not need to do this
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}
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