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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@ -118,16 +118,16 @@ 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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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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that needs to be done:
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\code
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\code
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MyClass::handle(int event) {
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int MyClass::handle(int event) {
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...
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// ...
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if (change_to_part1) damage(1);
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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_part2) damage(2);
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if (change_to_part3) damage(4);
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if (change_to_part3) damage(4);
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}
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}
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MyClass::draw() {
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void MyClass::draw() {
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if (damage() & FL_DAMAGE_ALL) {
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if (damage() & FL_DAMAGE_ALL) {
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... draw frame/box and other static stuff ...
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// ... draw frame/box and other static stuff ...
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}
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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 | 1)) draw_part1();
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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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drawing anything else in this case:
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\code
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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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Fl_Widget *const*a = array();
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if (damage() == FL_DAMAGE_CHILD) { // only redraw some children
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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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} 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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// 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_child(**a);
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draw_outside_label(**a); // you may not need to do this
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draw_outside_label(**a); // you may not need to do this
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}
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}
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