/** \page fluid 9 - Programming with FLUID
This chapter shows how to use the Fast Light User-Interface Designer ("FLUID") to create your GUIs.
Subchapters:
The Fast Light User Interface Designer, or FLUID, is a graphical editor that is used to produce FLTK source code. FLUID edits and saves its state in .fl files. These files are text, and you can (with care) edit them in a text editor, perhaps to get some special effects.
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 declares all the global ones. FLUID also supports localization (Internationalization) of label strings using message files and the GNU gettext or POSIX catgets interfaces.
A simple program can be made by putting all your code (including a main() function) into the .fl file and thus making the .cxx 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 \#include the .h file or they can \#include the .cxx file so it still appears to be a single source file. \image html fluid-org.gif "Figure 9-1: FLUID organization"
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.
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 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 is stored.
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.
You can provide any of the standard FLTK switches before the filename:
\code -display host:n.n -geometry WxH+X+Y -title windowtitle -name classname -iconic -fg color -bg color -bg2 color -scheme schemename \endcodeChanging the colors may be useful to see what your interface will look at if the user calls it with the same switches. Similarly, using "-scheme plastic" will show how the interface will look using the "plastic" scheme.
In the current version, if you don't put FLUID into the background with '&' then you will be able to abort FLUID by typing CTRL-C on the terminal. It will exit immediately, losing any changes.
To run FLUID under WIN32, double-click on the FLUID.exe file. You can also run FLUID from the Command Prompt window. FLUID always runs in the background under WIN32.
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: \code fluid -c filename.fl \endcode
This will read the filename.fl file and write filename.cxx and filename.h. Any leading directory on filename.fl will be stripped, so they are always written to the current directory. If there are any errors reading or writing the files, FLUID will print the error and exit with a non-zero code. You can use the following lines in a makefile to automate the creation of the source and header files: \code my_panels.h my_panels.cxx: my_panels.fl fluid -c my_panels.fl \endcode
Most versions of make support rules that cause .fl files to be compiled: \code .SUFFIXES: .fl .cxx .h .fl.h .fl.cxx: fluid -c $< \endcode
FLUID is an amazingly powerful little program. However, this power comes at a price as it is not always obvious how to accomplish seemingly simple tasks with it. This tutorial will show you how to generate a complete user interface class with FLUID that is used for the CubeView program provided with FLTK. \image html cubeview.gif "Figure 9-2: CubeView demo"
The window is of class CubeViewUI, and is completely generated by FLUID, including class member functions. The central display of the cube is a separate subclass of Fl_Gl_Window called CubeView. CubeViewUI manages CubeView using callbacks from the various sliders and rollers to manipulate the viewing angle and zoom of CubeView.
At the completion of this tutorial you will (hopefully) understand how to:
You can safely skip this section as long as you realize the CubeView is a sublass of Fl_Gl_Window and will respond to calls from CubeViewUI, generated by FLUID.
Here is the CubeView implementation. It is very similar to the
"cube" demo included with FLTK.
\code
#include "CubeView.h"
#include We will completely construct a window to display and control the
CubeView defined in the previous section using FLUID.
Once you have started FLUID, the first step in defining a class is to
create a new class within FLUID using the \em New->Code->Class
menu item. Name the class "CubeViewUI" and leave the
subclass blank. We do not need any inheritance for this
window. You should see the new class declaration in the FLUID
browser window.
\image html fluid1.gif "Figure 9-3: FLUID file for CubeView"
Click on the CubeViewUI class in the FLUID window and add a new method
by selecting New->Code->Function/Method. The name of the
function will also be CubeViewUI. FLUID will understands that this will
be the constructor for the class and will generate the appropriate
code. Make sure you declare the constructor public.
Then add a window to the CubeViewUI class. Highlight the name of
the constructor in the FLUID browser window and click on
New->Group->Window. In a similar manner add the
following to the CubeViewUI constructor:
None of these additions need be public. And they shouldn't be
unless you plan to expose them as part of the interface for
CubeViewUI.
When you are finished you should have something like this:
\image html fluid2.gif "Figure 9-4: FLUID window containing CubeView demo"
We will talk about the show() method that is highlighted
shortly.
What we have is nice, but does little to show our cube. We have already
defined the CubeView class and we would like to show it within the
CubeViewUI.
The CubeView class inherits the Fl_Gl_Window class, which
is created in the same way as a Fl_Box widget. Use
New->Other->Box to add a square box to the main window.
This will be no ordinary box, however.
The Box properties window will appear. The key to letting CubeViewUI
display CubeView is to enter CubeView in the "Class:" text
entry box. This tells FLUID that it is not an Fl_Box, but a
similar widget with the same constructor. In the "Extra
Code:" field enter \#include "CubeView.h"
This \#include is important, as we have just included
CubeView as a member of CubeViewUI, so any public CubeView methods are
now available to CubeViewUI.
\image html fluid3-cxx.gif "Figure 9-5: CubeView methods"
Each of the widgets we defined before adding CubeView can have
callbacks that call CubeView methods. You can call an external
function or put in a short amount of code in the "Callback"
field of the widget panel. For example, the callback for the
ypan slider is:
\code
cube->pany(((Fl_Slider *)o)->value());
cube->redraw();
\endcode
We call cube->redraw() after changing the value to update
the CubeView window. CubeView could easily be modified to do this, but
it is nice to keep this exposed in the case where you may want to do
more than one view change only redrawing once saves a lot of time.
There is no reason no wait until after you have added CubeView to
enter these callbacks. FLUID assumes you are smart enough not to refer
to members or functions that don't exist.
You can add class methods within FLUID that have nothing to do with the
GUI. An an example add a show function so that CubeViewUI can actually
appear on the screen.
Make sure the top level CubeViewUI is selected and select
New->Code->Function/Method. Just use the name
show(). We don't need a return value here, and since we will
not be adding any widgets to this method FLUID will assign it a return
type of void.
\image html fluid4.gif "Figure 9-6: CubeView constructor"
Once the new method has been added, highlight its name and select
New->Code->Code. Enter the method's code in the code window.
If you need to add code to initialize class, for example setting
initial values of the horizontal and vertical angles in the
CubeView, you can simply highlight the Constructor and select
New->Code->Code. Add any required code.
Now that we have completely defined the CubeViewUI, we have to generate
the code. There is one last trick to ensure this all works. Open the
preferences dialog from Edit->Preferences.
At the bottom of the preferences dialog box is the key: "Include
Header from Code". Select that option and set your desired file
extensions and you are in business. You can include the CubeViewUI.h
(or whatever extension you prefer) as you would any other C++ class.
The following sections describe each of the windows in FLUID.
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 window title.
The widgets are stored in a hierarchy. You can open and close a
level by clicking the "triangle" at the left of a widget.
The leftmost widgets are the parents, and all the widgets
listed below them are their children. Parents don't have to have
any children. The top level of the hierarchy is composed of functions and
classes. Each of these will produce a single C++ public
function or class in the output .cxx file. Calling the function or
instantiating the class will create all of the child widgets. The second level of the hierarchy contains the windows. Each of these
produces an instance of class Fl_Window. Below that are either widgets (subclasses of Fl_Widget) or
groups of widgets (including other groups). Plain groups are for
layout, navigation, and resize purposes. Tab groups provide the
well-known file-card tab interface. Widgets are shown in the browser by either their name (such
as "main_panel" in the example), or by their type
and label (such as "Button "the green""). You select 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. Note that hidden children may
be selected even when there is no visual indication of this.
You open 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). 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: Discards the current editing session and reads in a different
.fl file. You are asked for confirmation if you have
changed the current file.
FLUID can also read .fd 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 .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! Inserts 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, and you will have to use cut/paste to put the widgets
where you want.
Writes the current data to the .fl file. If the
file is unnamed then FLUID will ask for a filename.
Asks for a new filename and saves the file.
"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.
The output file names are the same as the .fl file, with
the leading directory and trailing ".fl" stripped, and
".h" or ".cxx" appended. Writes a message file for all of the text labels defined in
the current file.
The output file name is the same as the .fl file,
with the leading directory and trailing ".fl"
stripped, and ".txt", ".po", or
".msg" appended depending on the Internationalization Mode. Exits FLUID. You are asked for confirmation if you have
changed the current file.
This isn't implemented yet. You should do save often so you can
recover from any mistakes you make.
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.
Copies the selected widgets and all of their children to the
"clipboard" file.
Pastes the widgets from the clipboard file.
If the widget is a window, it is added to whatever function
is selected, or contained in the current selection. 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. To avoid confusion, it is best to select exactly one widget
before doing a paste. Cut/paste is the only way to change the parent of a
widget. Selects all widgets in the same group as the current
selection.
If they are all selected already then this selects all
widgets in that group's parent. Repeatedly typing Ctrl+a will
select larger and larger groups of widgets until everything is
selected. 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.
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.
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, classes, and
windows within functions.
Moves all of the selected widgets one later in order among
the children of their parent (if possible).
Creates a new Fl_Group and make all the currently
selected widgets children of it.
Deletes the parent group if all the children of a group are
selected.
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.
Displays the project settings panel.
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.
The internationalization options are described later in this chapter.
\image html fluid_prefs.gif "Figure 9-7: FLUID Preferences Window"
Displays the GUI settings panel. This panel is used
to control the user interface settings.
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 which
can be referred to by code you type into the individual widgets.
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 (void). 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 so
main(argc,argv) is used. The function will call
show() on all the windows it creates and then call
Fl::run(). This can also be used to test resize
behavior or other parts of the user interface. You can change the function name by double-clicking on the
function. Creates a new Fl_Window 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.
The widget panel will also appear and is described later in
this chapter. All other items on the New menu are subclasses of
Fl_Widget. 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.
When you create the widget you will get the widget's control
panel, which is described later in this chapter. Align all selected widgets to the first widget in the selection.
Space all selected widgets evenly inside the selected space.
Widgets will be sorted from first to last.
Make all slected widgets the same size as the first selected widget.
Center all selected widgets relative to their parent widget
Displays the grid settings panel.
This panel
controls 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.
Displays the shell command panel. The shell command
is commonly used to run a 'make' script to compile the FLTK output.
Run the shell command again.
Pops up a panel showing the version of FLUID.
Shows this chapter of the manual.
Shows the contents page of the manual
When you double-click on a widget or a set of widgets you
will get the "widget attribute panel".
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 Ctrl+Shift+O) to hide the
red overlay so you can see the widgets more accurately,
especially when setting the box type.
If you have several widgets selected, they may have different
values for the fields. In this case the value for one of
the widgets is shown. But if you change this value, all
of the selected widgets are changed to the new value.
Hitting "OK" makes the changes permanent.
Selecting a different widget also makes the changes permanent.
FLUID checks for simple syntax errors such as mismatched
parenthesis in any code before saving any text.
"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 are
undone, however.
\image html fluid_widget_gui.gif "Figure 9-8: The FLUID widget GUI attributes"
String to print next to or inside the button. You can put
newlines into the string to make multiple lines. The easiest way
is by typing Ctrl+j. Symbols can be added to the
label using the at sign ("@").
How to draw the label. Normal, shadowed, engraved, and
embossed change the appearance of the text.
The active image for the widget. Click on the
Browse... button to pick an image file using the file
chooser.
The inactive image for the widget. Click on the
Browse... button to pick an image file using the file
chooser.
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.
The clip button clips the label to the widget box, the
wrap button wraps any text in the label, and the text
image button puts the text over the image instead of under
the image.
The position fields show the current position and size of the
widget box. Enter new values to move and/or resize a widget.
The values and limits of the current widget. Depending on the
type of widget, some or all of these fields may be inactive.
The shortcut key to activate the widget. Click on the
shortcut button and press any key sequence to set the shortcut.
The Visible button controls whether the widget is
visible (on) or hidden (off) initially. Don't change this for
windows or for the immediate children of a Tabs group.
The Active button controls whether the widget is
activated (on) or deactivated (off) initially. Most widgets
appear greyed out when deactivated.
The Resizable button controls whether the window is
resizeable. 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. You can get more complex
behavior by making invisible boxes 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
not the same as what will happen in the user program. The Hotspot button causes the parent window to be
positioned with that widget centered on the mouse. This
position is determined when the FLUID function is called,
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().
The Border button turns the window manager border on
or off. On most window managers you will have to close the
window and reopen it to see the effect.
The string typed into here is passed to the X window manager
as the class. This can change the icon or window decorations.
On most (all?) window managers you will have to close the window
and reopen it to see the effect.
\image html fluid_widget_style.gif "Figure 9-9: The FLUID widget Style attributes"
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 you want some font other than the 16
provided.
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.
Color to draw the label. Ignored by pixmaps (bitmaps,
however, do use this color as the foreground color).
The boxtype to draw as a background for the widget.
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 may leave unwanted stuff inside the widget. 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. Note that this
checkerboard is not drawn by the resulting program. Instead
random garbage will be displayed. The boxtype to draw when a button is pressed or for some
parts of other widgets like scrollbars and valuators.
The color to draw the box with. Some widgets will use this color for certain parts. FLUID
does not 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. Some widgets display text, such as input fields, pull-down
menus, and browsers.
\image html fluid_widget_cxx.gif "Figure 9-10: The FLUID widget C++ attributes"
This is how you use your own subclasses of
Fl_Widget. Whatever identifier you type in here will
be the class that is instantiated.
In addition, no \#include header file is put in the
.h file. You must provide a \#include line as
the first line of the "Extra Code" which declares your
subclass. 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 window is to change this field for the window
to "Fl_Double_Window" and to add
\code "#include Some classes have subtypes that modify their appearance or behavior.
You pick the subtype off of this menu.
Name of a variable to declare, and to store a pointer to this
widget into. This variable will be of type " You can name several widgets with "name[0]", "name[1]", "name[2]",
etc. This will cause FLUID to declare an array of pointers. The array
is big enough that the highest number found can be stored. All widgets
that in the array must be the same type. Controls whether the widget is publicly accessible. When
embedding widgets in a C++ class, this controls whether the
widget is public or private in the class.
Otherwise is controls whether the widget is declared
static or global (extern).
These four fields let you type in literal lines of code to
dump into the .h or .cxx files.
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 same
include line occurs several times then only one copy is
written. All other lines are "code" lines. The current
widget 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 arguments passed to the
function here, and any named widgets that are before this
one. 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 four lines you
probably should call a function in your own .cxx
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.
A name names a function in your own code. It must be
declared as void name( A code snippet is inserted into a static function in the
.cxx output file. The function prototype is void
name(class *o, void *v) so that 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. If the callback is blank then no callback is set. This is a value for the user_data() of the widget.
If blank the default value of zero is used. This can be any
piece of C code that can be cast to a void pointer.
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! However on most architectures other
pointer types are ok, and long is usually ok, too.
When to do the callback. This can be Never,
Changed, Release, or Enter Key. The value of
Enter Key is only useful for text input fields.
There are other rare but useful values for the
when() field that are not in the menu. You should use
the extra code fields to put these values in. The No Change button means the callback is done on the
matching event even if the data is not changed.
Double-clicking a window name in the browser will display it,
if not displayed yet. From this display you can select widgets,
sets of widgets, and move or resize them. To close a window
either double-click it or type ESC.
To select a widget, click it. To select several widgets drag
a rectangle around them. Holding down shift will toggle the
selection of the widgets instead. You cannot pick hidden widgets. You also cannot choose some
widgets if they are completely overlapped by later widgets. Use
the browser to select these widgets. The selected widgets are shown with a red "overlay"
line around them. You can move the widgets by dragging this
box. Or you can resize them by dragging the outer edges and
corners. Hold down the Alt key while dragging the mouse to
defeat the snap-to-grid effect for fine positioning. If there is a tab box displayed you can change which child is
visible by clicking on the file tabs. The child you pick is
selected. The arrow, tab, and shift+tab keys "navigate" the
selection. Left, right, tab, or shift+tab move to the next or
previous widgets in the hierarchy. Hit the right arrow enough
and you will select every widget in the window. Up/down widgets
move to the previous/next widgets that overlap horizontally. If
the navigation does not seem to work you probably need to
"Sort" the widgets. This is important if you have
input fields, as FLTK uses the same rules when using arrow keys
to move between input fields. To "open" a widget, double click it. To open
several widgets select them and then type F1 or pick
"Edit/Open" off the pop-up menu. Type Ctrl+o to temporarily toggle the overlay off without
changing the selection, so you can see the widget borders. You can resize the window by using the window manager border
controls. FLTK will attempt to round the window size to the
nearest multiple of the grid size and makes it big enough to
contain all the widgets (it does this using illegal X methods,
so it is possible it will barf with some window managers!).
Notice that the actual window in your program may not be
resizable, and if it is, the effect on child widgets may be
different. The panel for the window (which you get by double-clicking
it) is almost identical to the panel for any other Fl_Widget.
There are three extra items: The contents of the image files in the Image
and Inactive text fields are written to the .cxx
file. If many widgets share the same image then only one copy is
written. Since the image data is embedded in the generated
source code, you need only distribute the C++ code and not the
image files themselves. However, the filenames are stored in the .fl
file so you will need the image files as well to read the
.fl file. Filenames are relative to the location of the
.fl file and not necessarily the current directory. We
recommend you either put the images in the same directory as the
.fl file, or use absolute path names. 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 in your actual program by adding the code
"Fl::visual(FL_RGB)" to your code right before the
first window is displayed.
All widgets with the same image on them share the same code
and source X pixmap. Thus once you have put an image on a
widget, it is nearly free to put the same image on many other
widgets. If you edit an image at the same time you are using it in FLUID,
the only way to convince FLUID to read the image file again is to
remove the image from all widgets that are using it or re-load the
.fl file. Don't rely on how FLTK crops images that are outside the
widget, as this may change in future versions! The cropping of
inside labels will probably be unchanged. To more accurately place images, make a new "box"
widget and put the image in that as the label. FLUID reads X bitmap files which use C source code to define
a bitmap. Sometimes they are stored with the ".h" or
".bm" extension rather than the standard
".xbm" extension.
FLUID writes code to construct an Fl_Bitmap image and use it
to label the widget. The '1' bits in the bitmap are drawn using
the label color of the widget. You can change this color in the
FLUID widget attributes panel. The '0' bits are transparent. The program "bitmap" on the X distribution does an
adequate job of editing bitmaps. FLUID reads X pixmap files as used by the libxpm
library. These files use C source code to define a pixmap. The
filenames usually have the ".xpm" extension.
FLUID writes code to construct an Fl_Pixmap image and use it
to label the widget. The label color of the widget is ignored,
even for 2-color images that could be a bitmap. XPM files can
mark a single color as being transparent, and FLTK uses this
information to generate a transparency mask for the image. We have not found any good editors for small iconic pictures.
For pixmaps we have used XPaint
and the KDE icon editor. FLUID reads Windows BMP image files which are often used in
WIN32 applications for icons. FLUID converts BMP files into
(modified) XPM format and uses a Fl_BMP_Image image to label the
widget. Transparency is handled the same as for XPM files. All
image data is uncompressed when written to the source file, so
the code may be much bigger than the .bmp file. FLUID reads GIF image files which are often used in HTML
documents to make icons. FLUID converts GIF files into
(modified) XPM format and uses a Fl_GIF_Image image to label the
widget. Transparency is handled the same as for XPM files. All
image data is uncompressed when written to the source file, so
the code may be much bigger than the .gif file. Only
the first image of an animated GIF file is used. If FLTK is compiled with JPEG support, FLUID can read JPEG
image files which are often used for digital photos. FLUID uses
a Fl_JPEG_Image image to label the widget, and writes
uncompressed RGB or grayscale data to the source file.
If FLTK is compiled with PNG support, FLUID can read PNG
image files which are often used in HTML documents. FLUID uses a
Fl_PNG_Image image to label the widget, and writes uncompressed
RGB or grayscale data to the source file. PNG images can provide
a full alpha channel for partial transparency, and FLTK supports
this as best as possible on each platform.
FLUID supports internationalization (I18N for short) of label
strings used by widgets. The preferences window
(Ctrl+p) provides access to the I18N options.
FLUID supports three methods of I18N: use none, use GNU
gettext, and use POSIX catgets. The "use none" method is the
default and just passes the label strings as-is to the widget
constructors.
The "GNU gettext" method uses GNU gettext (or a similar
text-based I18N library) to retrieve a localized string before
calling the widget constructor.
The "POSIX catgets" method uses the POSIX catgets function to
retrieve a numbered message from a message catalog before
calling the widget constructor.
FLUID's code support for GNU gettext is limited to calling a
function or macro to retrieve the localized label; you still
need to call setlocale() and textdomain() or
bindtextdomain() to select the appropriate language and
message file.
To use GNU gettext for I18N, open the preferences window and
choose "GNU gettext" from the "Use" chooser. Two new input
fields will then appear to control the include file and
function/macro name to use when retrieving the localized label
strings.
\image html fluid-gettext.gif "Figure 9-11: Internationalization using GNU gettext"
The "\#include" field controls the header file to include for
I18N; by default this is \b The "Function" field controls the function (or macro) that
will retrieve the localized message; by default the
gettext function will be called.
FLUID's code support for POSIX catgets allows you to use a
global message file for all interfaces or a file specific to
each .fl file; you still need to call
setlocale() to select the appropriate language.
To use POSIX catgets for I18N, open the preferences window
and choose "POSIX catgets" from the "Use" chooser. Three new
input fields will then appear to control the include file,
catalog file, and set number for retrieving the localized label
strings.
\image html fluid-catgets.gif "Figure 9-12: Internationalization using POSIX catgets"
The "\#include" field controls the header file to include for
I18N; by default this is \b The "File" field controls the name of the catalog file
variable to use when retrieving localized messages; by default
the file field is empty which forces a local (static) catalog
file to be used for all of the windows defined in your
.fl file.
The "Set" field controls the set number in the catalog file.
The default set is 1 and rarely needs to be changed.
The CubeViewUI Class
Defining the CubeViewUI Class
Adding the Class Constructor
Adding the CubeView Widget
Defining the Callbacks
Adding a Class Method
Adding Constructor Initialization Code
Generating the Code
FLUID Reference
The Widget Browser
Menu Items
File/Open... (Ctrl+o)
File/Insert... (Ctrl+i)
File/Save (Ctrl+s)
File/Save As...(Ctrl+Shift+S)
File/Write Code (Ctrl+Shift+C)
File/Write Strings (Ctrl+Shift+W)
File/Quit (Ctrl+q)
Edit/Undo (Ctrl+z)
Edit/Cut (Ctrl+x)
Edit/Copy (Ctrl+c)
Edit/Paste (Ctrl+c)
Edit/Select All (Ctrl+a)
Edit/Open... (F1 or double click)
Edit/Sort
Edit/Earlier (F2)
Edit/Later (F3)
Edit/Group (F7)
Edit/Ungroup (F8)
Edit/Overlays on/off (Ctrl+Shift+O)
Edit/Project Settings... (Ctrl+p)
Edit/GUI Settings... (Shift+Ctrl+p)
New/Code/Function
New/Window
New/...
Layout/Align/...
Layout/Space Evenly/...
Layout/Make Same Size/...
Layout/Center in Group/...
Layout/Grid... (Ctrl+g)
Shell/Execute Command... (Alt+x)
Shell/Execute Again (Alt+g)
Help/About FLUID
Help/On FLUID
Help/Manual
The Widget Panel
GUI Attributes
Label (text field)
Label (pull down menu)
Image
Inactive
Alignment (buttons)
Position (text fields)
Values (text fields)
Shortcut
Attributes (buttons)
X Class (text field)
Style Attributes
Label Font (pulldown menu)
Label Size (pulldown menu)
Label Color (button)
Box (pulldown menu)
Down Box (pulldown menu)
Color (button)
Select Color (button)
Text Font, Size, and Color
C++ Attributes
Class
Type (upper-right pulldown menu)
Name (text field)
Public (button)
Extra Code (text fields)
Callback (text field)
User Data (text field)
Type (text field)
When (pulldown menu)
No Change (button)
Selecting and Moving Widgets
Images
Notes for All Image Types
XBM (X Bitmap) Files
XPM (X Pixmap) Files
BMP Files
GIF Files
JPEG Files
PNG (Portable Network Graphics) Files
Internationalization with FLUID
I18N Methods
Using GNU gettext for I18N
Using POSIX catgets for I18N
Known limitations
Declaration Blocks can be used to temporarily block out already
designed code using \#if 0 and \#endif
type construction. This will effectively avoid compilation of
blocks of code. However, static code and data generated by this
segment (menu items, images, include statements, etc.) will still
be generated and likely cause compile-time warnings.
*/