a721b4ad00
git-svn-id: file:///fltk/svn/fltk/branches/branch-1.1@1934 ea41ed52-d2ee-0310-a9c1-e6b18d33e121
297 lines
14 KiB
HTML
297 lines
14 KiB
HTML
<HTML><BODY>
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<!-- NEW PAGE -->
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<H2><A name=Fl_Menu_Item>struct Fl_Menu_Item</A></H2>
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<HR>
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<H3>Class Hierarchy</H3>
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<UL>
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<PRE>
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<B>struct Fl_Menu_Item</B>
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</PRE>
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</UL>
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<H3>Include Files</H3>
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<UL>
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<PRE>
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#include <FL/Fl_Menu_Item.H>
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</PRE>
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</UL>
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<H3>Description</H3>
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The <TT>Fl_Menu_Item</TT> structure defines a single menu item that
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is used by the <A href=Fl_Menu_.html#Fl_Menu_>Fl_Menu_</A> class. This
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structure is defined in <TT> <FL/Fl_Menu_Item.H></TT>
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<UL>
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<PRE>
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struct Fl_Menu_Item {
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const char* text; // label()
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ulong shortcut_;
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Fl_Callback* callback_;
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void* user_data_;
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int flags;
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uchar labeltype_;
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uchar labelfont_;
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uchar labelsize_;
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uchar labelcolor_;
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};
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enum { // values for flags:
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FL_MENU_INACTIVE = 1,
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FL_MENU_TOGGLE = 2,
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FL_MENU_VALUE = 4,
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FL_MENU_RADIO = 8,
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FL_MENU_INVISIBLE = 0x10,
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FL_SUBMENU_POINTER = 0x20,
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FL_SUBMENU = 0x40,
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FL_MENU_DIVIDER = 0x80,
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FL_MENU_HORIZONTAL = 0x100
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};
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</PRE>
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</UL>
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Typically menu items are statically defined; for example:
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<UL><PRE>
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Fl_Menu_Item popup[] = {
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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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{"&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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{0},
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{"inactive", FL_ALT+'i', 0, 0, FL_MENU_INACTIVE|FL_MENU_DIVIDER},
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{"invisible",FL_ALT+'i', 0, 0, FL_MENU_INVISIBLE},
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{"check", FL_ALT+'i', 0, 0, FL_MENU_TOGGLE|FL_MENU_VALUE},
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{"box", FL_ALT+'i', 0, 0, FL_MENU_TOGGLE},
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{0}};
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</PRE></UL>
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produces:
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<P ALIGN=CENTER><IMG src="menu.gif" ALT="Fl_Menu_Item widgets."></P>
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A submenu title is identified by the bit <TT>FL_SUBMENU</TT> in the <TT>
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flags</TT> field, and ends with a <TT>label()</TT> that is <TT>NULL</TT>.
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You can nest menus to any depth. A pointer to the first item in the
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submenu can be treated as an <TT>Fl_Menu</TT> array itself. It is also
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possible to make seperate submenu arrays with <TT>FL_SUBMENU_POINTER</TT>
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flags.
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<P>You should use the method functions to access structure members and
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not access them directly to avoid compatibility problems with future
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releases of FLTK. </P>
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<H3>Methods</H3>
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<CENTER>
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<TABLE width=90% summary="Fl_Menu_Item methods.">
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<TR><TD align=left valign=top>
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<UL>
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<LI><A href=#Fl_Menu_Item.label>label</A></LI>
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<LI><A href=#Fl_Menu_Item.labeltype>labeltype</A></LI>
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<LI><A href=#Fl_Menu_Item.labelcolor>labelcolor</A></LI>
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<LI><A href=#Fl_Menu_Item.labelfont>labelfont</A></LI>
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<LI><A href=#Fl_Menu_Item.labelsize>labelsize</A></LI>
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<LI><A href=#Fl_Menu_Item.callback>callback</A></LI>
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</UL>
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</TD><TD align=left valign=top>
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<UL>
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<LI><A href=#Fl_Menu_Item.user_data>user_data</A></LI>
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<LI><A href=#Fl_Menu_Item.argument>argument</A></LI>
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<LI><A href=#Fl_Menu_Item.do_callback>do_callback</A></LI>
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<LI><A href=#Fl_Menu_Item.shortcut>shortcut</A></LI>
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<LI><A href=#Fl_Menu_Item.submenu>submenu</A></LI>
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<LI><A href=#Fl_Menu_Item.checkbox>checkbox</A></LI>
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</UL>
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</TD><TD align=left valign=top>
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<UL>
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<LI><A href=#Fl_Menu_Item.radio>radio</A></LI>
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<LI><A href=#Fl_Menu_Item.value>value</A></LI>
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<LI><A href=#Fl_Menu_Item.set>set</A></LI>
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<LI><A href=#Fl_Menu_Item.setonly>setonly</A></LI>
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<LI><A href=#Fl_Menu_Item.clear>clear</A></LI>
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<LI><A href=#Fl_Menu_Item.visible>visible</A></LI>
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</UL>
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</TD><TD align=left valign=top>
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<UL>
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<LI><A href=#Fl_Menu_Item.show>show</A></LI>
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<LI><A href=#Fl_Menu_Item.hide>hide</A></LI>
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<LI><A href=#Fl_Menu_Item.active>active</A></LI>
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<LI><A href=#Fl_Menu_Item.activate>activate</A></LI>
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<LI><A href=#Fl_Menu_Item.deactivate>deactivate</A></LI>
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</UL>
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</TD><TD align=left valign=top>
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<UL>
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<LI><A href=#Fl_Menu_Item.popup>popup</A></LI>
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<LI><A href=#Fl_Menu_Item.pulldown>pulldown</A></LI>
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<LI><A href=#Fl_Menu_Item.test_shortcut>test_shortcut</A></LI>
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<LI><A href=#Fl_Menu_Item.size>size</A></LI>
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<LI><A href=#Fl_Menu_Item.next>next</A></LI>
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</UL>
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</TD></TR>
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</TABLE>
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</CENTER>
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<H4><A name=Fl_Menu_Item.label>const char* Fl_Menu_Item::label() const
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<BR> void Fl_Menu_Item::label(const char*)
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<BR> void Fl_Menu_Item::label(Fl_Labeltype, const char*)</A></H4>
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This is the title of the item. A <TT>NULL</TT> here indicates the end
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of the menu (or of a submenu). A '&' in the item will print an
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underscore under the next letter, and if the menu is popped up that
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letter will be a "shortcut" to pick that item. To get a
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real '&' put two
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in a row.
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<H4><A name=Fl_Menu_Item.labeltype>Fl_Labeltype
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Fl_Menu_Item::labeltype() const
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<BR> void Fl_Menu_Item::labeltype(Fl_Labeltype)</A></H4>
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A <TT>labeltype</TT> identifies a routine that draws the label of the
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widget. This can be used for special effects such as emboss, or to use
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the <TT>label()</TT> pointer as another form of data such as a bitmap.
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The value <TT>FL_NORMAL_LABEL</TT> prints the label as text.
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<H4><A name=Fl_Menu_Item.labelcolor>Fl_Color Fl_Menu_Item::labelcolor()
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const
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<BR> void Fl_Menu_Item::labelcolor(Fl_Color)</A></H4>
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This color is passed to the labeltype routine, and is typically the
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color of the label text. This defaults to <TT>FL_BLACK</TT>. If this
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color is not black fltk will <I>not</I> use overlay bitplanes to draw
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the menu - this is so that images put in the menu draw correctly.
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<H4><A name=Fl_Menu_Item.labelfont>Fl_Font Fl_Menu_Item::labelfont()
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const
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<BR> void Fl_Menu_Item::labelfont(Fl_Font)</A></H4>
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Fonts are identified by small 8-bit indexes into a table. See the <A href=enumerations.html#Enumerations>
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enumeration list</A> for predefined fonts. The default value is a
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Helvetica font. The function <A href="Fl.html#Fl.set_font"><TT>
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Fl::set_font()</TT></A> can define new fonts.
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<H4><A name=Fl_Menu_Item.labelsize>uchar Fl_Menu_Item::labelsize() const
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<BR> void Fl_Menu_Item::labelsize(uchar)</A></H4>
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Gets or sets the label font pixel size/height.
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<H4><A name=Fl_Menu_Item.callback>typedef void
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(Fl_Callback)(Fl_Widget*, void*)
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<BR> Fl_Callback* Fl_Menu_Item::callback() const
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<BR> void Fl_Menu_Item::callback(Fl_Callback*, void* = 0)
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<BR> void Fl_Menu_Item::callback(void (*)(Fl_Widget*))</A></H4>
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Each item has space for a callback function and an argument for that
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function. Due to back compatability, the <TT>Fl_Menu_Item</TT> itself
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is not passed to the callback, instead you have to get it by calling <TT>
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((Fl_Menu_*)w)->mvalue()</TT> where <TT>w</TT> is the widget argument.
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<H4><A name=Fl_Menu_Item.user_data>void* Fl_Menu_Item::user_data() const
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<BR> void Fl_Menu_Item::user_data(void*)</A></H4>
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Get or set the <TT>user_data</TT> argument that is sent to the
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callback function.
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<H4><A name=Fl_Menu_Item.argument>void Fl_Menu_Item::callback(void
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(*)(Fl_Widget*, long), long = 0)
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<BR> long Fl_Menu_Item::argument() const
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<BR> void Fl_Menu_Item::argument(long)</A></H4>
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For convenience you can also define the callback as taking a <TT>long</TT>
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argument. This is implemented by casting this to a <TT>Fl_Callback</TT>
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and casting the <TT>long</TT> to a <TT>void*</TT> and may not be
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portable to some machines.
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<H4><A name=Fl_Menu_Item.do_callback>void
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Fl_Menu_Item::do_callback(Fl_Widget*)
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<BR> void Fl_Menu_Item::do_callback(Fl_Widget*, void*)
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<BR> void Fl_Menu_Item::do_callback(Fl_Widget*, long)</A></H4>
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Call the <TT>Fl_Menu_Item</TT> item's callback, and provide the <TT>
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Fl_Widget</TT> argument (and optionally override the user_data()
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argument). You must first check that <TT>callback()</TT> is non-zero
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before calling this.
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<H4><A name=Fl_Menu_Item.shortcut>ulong Fl_Menu_Item::shortcut() const
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<BR> void Fl_Menu_Item::shortcut(ulong)</A></H4>
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Sets exactly what key combination will trigger the menu item. The
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value is a logical 'or' of a key and a set of shift flags, for instance <TT>
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FL_ALT+'a'</TT> or <TT>FL_ALT+FL_F+10</TT> or just 'a'. A value of
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zero disables the shortcut.
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<P>The key can be any value returned by <A href="Fl.html#Fl.event_key">
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<TT>Fl::event_key()</TT></A>, but will usually be an ASCII letter. Use
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a lower-case letter unless you require the shift key to be held down. </P>
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<P>The shift flags can be any set of values accepted by <A href="Fl.html#Fl.event_state">
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<TT>Fl::event_state()</TT></A>. If the bit is on that shift key must
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be pushed. Meta, Alt, Ctrl, and Shift must be off if they are not in
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the shift flags (zero for the other bits indicates a "don't care"
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setting). </P>
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<H4><A name=Fl_Menu_Item.submenu>int Fl_Menu_Item::submenu() const</A></H4>
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Returns true if either <TT>FL_SUBMENU</TT> or <TT>FL_SUBMENU_POINTER</TT>
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is on in the flags. <TT>FL_SUBMENU</TT> indicates an embedded submenu
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that goes from the next item through the next one with a <TT>NULL</TT>
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<TT>label()</TT>. <TT>FL_SUBMENU_POINTER</TT> indicates that <TT>user_data()</TT>
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is a pointer to another menu array.
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<H4><A name=Fl_Menu_Item.checkbox>int Fl_Menu_Item::checkbox() const</A></H4>
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Returns true if a checkbox will be drawn next to this item. This is
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true if <TT>FL_MENU_TOGGLE</TT> or <TT>FL_MENU_RADIO</TT> is set in the
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flags.
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<H4><A name=Fl_Menu_Item.radio>int Fl_Menu_Item::radio() const</A></H4>
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Returns true if this item is a radio item. When a radio button is
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selected all "adjacent" radio buttons are turned off. A set of radio
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items is delimited by an item that has <TT>radio()</TT> false, or by an
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item with <TT>FL_MENU_DIVIDER</TT> turned on.
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<H4><A name=Fl_Menu_Item.value>int Fl_Menu_Item::value() const</A></H4>
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Returns the current value of the check or radio item.
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<H4><A name=Fl_Menu_Item.set>void Fl_Menu_Item::set()</A></H4>
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Turns the check or radio item "on" for the menu item. Note that this
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does not turn off any adjacent radio items like <TT>set_only()</TT>
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does.
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<H4><A name=Fl_Menu_Item.setonly>void Fl_Menu_Item::setonly()</A></H4>
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Turns the radio item "on" for the menu item and turns off adjacent
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radio item.
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<H4><A name=Fl_Menu_Item.clear>void Fl_Menu_Item::clear()</A></H4>
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Turns the check or radio item "off" for the menu item.
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<H4><A name=Fl_Menu_Item.visible>int Fl_Menu_Item::visible() const</A></H4>
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Gets the visibility of an item.
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<H4><A name=Fl_Menu_Item.show>void Fl_Menu_Item::show()</A></H4>
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Makes an item visible in the menu.
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<H4><A name=Fl_Menu_Item.hide>void Fl_Menu_Item::hide()</A></H4>
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Hides an item in the menu.
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<H4><A name=Fl_Menu_Item.active>int Fl_Menu_Item::active() const</A></H4>
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Get whether or not the item can be picked.
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<H4><A name=Fl_Menu_Item.activate>void Fl_Menu_Item::activate()</A></H4>
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Allows a menu item to be picked.
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<H4><A name=Fl_Menu_Item.deactivate>void Fl_Menu_Item::deactivate()</A></H4>
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Prevents a menu item from being picked. Note that this will also cause
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the menu item to appear grayed-out.
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<H4><A name=Fl_Menu_Item.popup>const Fl_Menu_Item
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*Fl_Menu_Item::popup(int X, int Y, const char* title = 0, const
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Fl_Menu_Item* picked = 0, const Fl_Menu_* button = 0) const</A></H4>
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This method is called by widgets that want to display menus. The menu
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stays up until the user picks an item or dismisses it. The selected
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item (or <TT>NULL</TT> if none) is returned. <I>This does not do the
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callbacks or change the state of check or radio items.</I>
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<P><TT>X,Y</TT> is the position of the mouse cursor, relative to the
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window that got the most recent event (usually you can pass <TT>
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Fl::event_x()</TT> and <TT>Fl::event_y()</TT> unchanged here). </P>
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<P><TT>title</TT> is a character string title for the menu. If
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non-zero a small box appears above the menu with the title in it. </P>
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<P>The menu is positioned so the cursor is centered over the item <TT>
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picked</TT>. This will work even if <TT>picked</TT> is in a submenu.
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If <TT>picked</TT> is zero or not in the menu item table the menu is
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positioned with the cursor in the top-left corner. </P>
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<P><TT>button</TT> is a pointer to an <A href=Fl_Menu_.html#Fl_Menu_><TT>
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Fl_Menu_</TT></A> from which the color and boxtypes for the menu are
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pulled. If <TT>NULL</TT> then defaults are used. </P>
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<H4><A name=Fl_Menu_Item.pulldown>const Fl_Menu_Item
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*Fl_Menu_Item::pulldown(int X, int Y, int W, int H, const Fl_Menu_Item*
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picked = 0, const Fl_Menu_* button = 0, const Fl_Menu_Item* title = 0,
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int menubar=0) const</A></H4>
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<TT>pulldown()</TT> is similar to <TT>popup()</TT>, but a rectangle is
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provided to position the menu. The menu is made at least <TT>W</TT>
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wide, and the <TT>picked</TT> item is centered over the rectangle
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(like <TT>Fl_Choice</TT> uses). If <TT>picked</TT> is zero or not
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found, the menu is aligned just below the rectangle (like a pulldown
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menu).
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<P>The <TT>title</TT> and <TT>menubar</TT> arguments are used
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internally by the <TT>Fl_Menu_Bar</TT> widget. </P>
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<H4><A name=Fl_Menu_Item.test_shortcut>const Fl_Menu_Item*
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Fl_Menu_Item::test_shortcut() const</A></H4>
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This is designed to be called by a widgets <TT>handle()</TT> method in
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response to a <TT>FL_SHORTCUT</TT> event. If the current event matches
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one of the items shortcut, that item is returned. If the keystroke
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does not match any shortcuts then <TT>NULL</TT> is returned. This only
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matches the <TT>shortcut()</TT> fields, not the letters in the title
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preceeded by '
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<H4><A name=Fl_Menu_Item.size>int Fl_Menu_Item::size()</A></H4>
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Returns the number of Fl_Menu_Item structures that make up this menu,
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correctly counting submenus. This includes the "terminator" item at
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the end. So to copy a menu you need to copy
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<tt>size()*sizeof(Fl_Menu_Item)</tt> bytes.
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<H4><A name=Fl_Menu_Item.next>const Fl_Menu_Item*
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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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