28ab4c4411
minor simplification and tidying git-svn-id: file:///fltk/svn/fltk/branches/branch-1.3@6400 ea41ed52-d2ee-0310-a9c1-e6b18d33e121
1015 lines
36 KiB
Plaintext
1015 lines
36 KiB
Plaintext
/**
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\page drawing 5 - Drawing Things in FLTK
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This chapter covers the drawing functions that are provided with FLTK.
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\section sect_WhenCanYouDraw When Can You Draw Things in FLTK?
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There are only certain places you can execute drawing code in FLTK.
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Calling these functions at other places will result in undefined behavior!
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\li The most common place is inside the virtual Fl_Widget::draw() method.
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To write code here, you must subclass one of the existing Fl_Widget
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classes and implement your own version of draw().
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\li The most common place is inside the virtual method
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<A href="subclassing.html#draw"><tt>Fl_Widget::draw()</tt></A>.
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To write code here, you must subclass one of the existing Fl_Widget
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classes and implement your own version of draw().
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\li You can also write <A href="common.html#boxtypes">boxtypes</A> and
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<A href="common.html#labeltypes">labeltypes</A>. These are small
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procedures that can be called by existing
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<A HREF="subclassing.html#draw"><tt>Fl_Widget::draw()</tt></A>
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methods. These "types" are identified by an 8-bit index that is stored
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in the widget's box(), labeltype(), and possibly other properties.
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\li You can call Fl_Window::make_current() to do incremental update of a
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widget. Use Fl_Widget::window() to find the window.
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\section sect_DrawingFunctions Drawing Functions
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To use the drawing functions you must first include the <FL/fl_draw.H>
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header file. FLTK provides the following types of drawing functions:
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\li \ref ssect_Boxes
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\li \ref ssect_Clipping
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\li \ref drawing_colors
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\li \ref ssect_Lines
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\li \ref ssect_Fast
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\li \ref ssect_Complex
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\li \ref ssect_Text
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\li \ref ssect_Fl_Image
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\li \ref ssect_Overlay
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\li \ref ssect_Offscreen
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<A name="boxdraw"></A> <!-- For old HTML links only ! -->
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\subsection ssect_Boxes Boxes
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FLTK provides three functions that can be used to draw boxes for buttons
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and other UI controls. Each function uses the supplied upper-lefthand corner
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and width and height to determine where to draw the box.
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<A NAME="fl_draw_box"> </A> <!-- For old HTML links only ! -->
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void fl_draw_box(Fl_Boxtype b, int x, int y, int w, int h, Fl_Color c);
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\par
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The first box drawing function is fl_draw_box()
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which draws a standard boxtype \a b in the specified color \a c .
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<A NAME="fl_frame"></A> <!-- For old HTML links only ! -->
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void fl_frame(const char *s, int x, int y, int w, int h)
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\par
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The fl_frame() function draws a series of line segments around the
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given box. The string \a s must contain groups of 4 letters which specify
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one of 24 standard grayscale values, where 'A' is black and 'X' is white.
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The order of each set of 4 characters is: top, left, bottom, right. The
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results of calling fl_frame() with a string that is not a multiple
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of 4 characters in length are undefined.
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\par
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The only difference between this function and fl_frame2() is the
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order of the line segments.
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\par
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See also: <A HREF="common.html#fl_frame">fl_frame boxtype</A>.
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<A NAME="fl_frame2"></A> <!-- For old HTML links only ! -->
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void fl_frame2(const char *s, int x, int y, int w, int h);
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\par
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The fl_frame2() function draws a series of line segments around
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the given box. The string \a s must contain groups of 4 letters which
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specify one of 24 standard grayscale values, where 'A' is black and 'X' is
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white. The order of each set of 4 characters is: bottom, right, top, left.
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The results of calling fl_frame2() with a string that is
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not a multiple of 4 characters in length are undefined.
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\par
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The only difference between this function and fl_frame()
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is the order of the line segments.
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<A name="clipping"></A> <!-- For old HTML links only ! -->
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\subsection ssect_Clipping Clipping
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You can limit all your drawing to a rectangular region by calling
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fl_push_clip(), and put the drawings back by using fl_pop_clip().
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This rectangle is measured in pixels and is unaffected by the current
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transformation matrix.
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In addition, the system may provide clipping when updating windows
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which may be more complex than a simple rectangle.
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<A name="fl_push_clip"></A> <!-- For old HTML links only ! -->
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void fl_clip(int x, int y, int w, int h) <br>
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void fl_push_clip(int x, int y, int w, int h)
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\par
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Intersect the current clip region with a rectangle and push this new
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region onto the stack. The fl_clip() name is deprecated and
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will be removed from future releases.
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<A NAME="fl_push_no_clip"></A> <!-- For old HTML links only ! -->
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void fl_push_no_clip()
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\par
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Pushes an empty clip region on the stack so nothing will be clipped.
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<A NAME="fl_pop_clip"></A> <!-- For old HTML links only ! -->
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void fl_pop_clip()
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\par
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Restore the previous clip region.
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\par
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\b Note:
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You must call fl_pop_clip() once for every time you call fl_push_clip().
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If you return to FLTK with the clip stack not empty unpredictable results
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occur.
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<A NAME="fl_not_clipped"></A> <!-- For old HTML links only ! -->
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int fl_not_clipped(int x, int y, int w, int h)
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\par
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Returns non-zero if any of the rectangle intersects the current clip
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region. If this returns 0 you don't have to draw the object.
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\par
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\b Note:
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Under X this returns 2 if the rectangle is partially clipped,
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and 1 if it is entirely inside the clip region.
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<A NAME="fl_clip_box"></A> <!-- For old HTML links only ! -->
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int fl_clip_box(int x, int y, int w, int h, int &X, int &Y, int &W, int &H)
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\par
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Intersect the rectangle <tt>x,y,w,h</tt> with the current
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clip region and returns the bounding box of the result in
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<tt>X,Y,W,H</tt>. Returns non-zero if the resulting rectangle is
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different than the original. This can be used to limit the
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necessary drawing to a rectangle. \c W and \c H are
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set to zero if the rectangle is completely outside the region.
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<A NAME="fl_clip_region"></A> <!-- For old HTML links only ! -->
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void fl_clip_region(Fl_Region r) <br>
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Fl_Region fl_clip_region()
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\par
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Replace the top of the clip stack with a clipping region of any shape.
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Fl_Region is an operating system specific type. The second form returns
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the current clipping region.
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<A NAME="colors"></A> <!-- For old HTML links only ! -->
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\section drawing_colors Colors
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FLTK manages colors as 32-bit unsigned integers. Values from
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0 to 255 represent colors from the FLTK 1.0.x standard colormap
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and are allocated as needed on screens without TrueColor
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support. The Fl_Color enumeration type defines the
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standard colors and color cube for the first 256 colors. All of
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these are named with symbols in
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<A href="enumerations.html#colors"><tt><FL/Enumerations.H></tt></A>.
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Color values greater than 255 are treated as 24-bit RGB
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values. These are mapped to the closest color supported by the
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screen, either from one of the 256 colors in the FLTK 1.0.x
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colormap or a direct RGB value on TrueColor screens. You can
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generate 24-bit RGB color values using the
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<A HREF="functions.html#fl_rgb_color"><tt>fl_rgb_color()</tt></A>
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function.
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<A name="fl_color"></A> <!-- For old HTML links only ! -->
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void fl_color(Fl_Color)
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\par
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Sets the color for all subsequent drawing operations.
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\par
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For colormapped displays, a color cell will be allocated out
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of <tt>fl_colormap</tt> the first time you use a color. If the
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colormap fills up then a least-squares algorithm is used to find
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the closest color.
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Fl_Color fl_color()
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\par
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Returns the last fl_color() that was set. This can
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be used for state save/restore.
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void fl_color(uchar r, uchar g, uchar b)
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\par
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Set the color for all subsequent drawing operations. The
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closest possible match to the RGB color is used. The RGB color
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is used directly on TrueColor displays. For colormap visuals the
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nearest index in the gray ramp or color cube is used.
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<A name="lines"></A> <!-- For old HTML links only ! -->
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\subsection ssect_Lines Line Dashes and Thickness
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FLTK supports drawing of lines with different styles and
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widths. Full functionality is not available under Windows 95, 98,
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and Me due to the reduced drawing functionality these operating
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systems provide.
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<A NAME="fl_line_style"></A> <!-- For old HTML links only ! -->
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void fl_line_style(int style, int width=0, char* dashes=0)
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\par
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Set how to draw lines (the "pen"). If you change this it is your
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responsibility to set it back to the default with
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fl_line_style(0).
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\par
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\b Note:
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Because of how line styles are implemented on WIN32 systems, you <I>must</I>
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set the line style <I>after</I> setting the drawing color. If you set the
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color after the line style you will lose the line style settings!
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<i>style</i> is a bitmask which is a bitwise-OR of the following
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values. If you don't specify a dash type you will get a solid
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line. If you don't specify a cap or join type you will get a
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system-defined default of whatever value is fastest.
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\li <tt>FL_SOLID -------</tt>
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\li <tt>FL_DASH - - - -</tt>
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\li <tt>FL_DOT .......</tt>
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\li <tt>FL_DASHDOT - . - .</tt>
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\li <tt>FL_DASHDOTDOT - .. -</tt>
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\li <tt>FL_CAP_FLAT</tt>
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\li <tt>FL_CAP_ROUND</tt>
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\li <tt>FL_CAP_SQUARE</tt> (extends past end point 1/2 line width)
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\li <tt>FL_JOIN_MITER</tt> (pointed)
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\li <tt>FL_JOIN_ROUND</tt>
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\li <tt>FL_JOIN_BEVEL</tt> (flat)
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<i>width</i> is the number of pixels thick to draw the lines.
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Zero results in the system-defined default, which on both X and
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Windows is somewhat different and nicer than 1.
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<!-- NEED 4in -->
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<i>dashes</i> is a pointer to an array of dash lengths, measured in
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pixels. The first location is how long to draw a solid portion, the
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next is how long to draw the gap, then the solid, etc. It is
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terminated with a zero-length entry. A <tt>NULL</tt> pointer or a zero-length
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array results in a solid line. Odd array sizes are not supported and
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result in undefined behavior.
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\note
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The dashes array does not work under Windows 95, 98, or Me, since those
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operating systems do not support complex line styles.
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<A name="fast"></A> <!-- For old HTML links only ! -->
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\subsection ssect_Fast Drawing Fast Shapes
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These functions are used to draw almost all the FLTK widgets.
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They draw on exact pixel boundaries and are as fast as possible.
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Their behavior is duplicated exactly on all platforms FLTK is
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ported. It is undefined whether these are affected by the
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<A href="#complex">transformation matrix</A>,
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so you should only call these while the matrix is set to the
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identity matrix (the default).
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<A NAME="fl_point"></A> <!-- For old HTML links only ! -->
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void fl_point(int x, int y)
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\par
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Draw a single pixel at the given coordinates.
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<A NAME="fl_rectf"></A> <!-- For old HTML links only ! -->
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void fl_rectf(int x, int y, int w, int h) <br>
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void fl_rectf(int x, int y, int w, int h)
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\par
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Color a rectangle that exactly fills the given bounding box.
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void fl_rectf(int x, int y, int w, int h, uchar r, uchar g, uchar b)
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\par
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Color a rectangle with "exactly" the passed
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<tt>r,g,b</tt> color. On screens with less than 24 bits of
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color this is done by drawing a solid-colored block using
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<A href="#fl_draw_image"><tt>fl_draw_image()</tt></A>
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so that the correct color shade is produced.
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<A NAME="fl_rect"></A> <!-- For old HTML links only ! -->
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void fl_rect(int x, int y, int w, int h) <br>
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void fl_rect(int x, int y, int w, int h, Fl_Color c)
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\par
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Draw a 1-pixel border <I>inside</I> this bounding box.
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<A NAME="fl_line"></A> <!-- For old HTML links only ! -->
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void fl_line(int x, int y, int x1, int y1) <br>
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void fl_line(int x, int y, int x1, int y1, int x2, int y2)
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\par
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Draw one or two lines between the given points.
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<A NAME="fl_loop"></A> <!-- For old HTML links only ! -->
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void fl_loop(int x, int y, int x1, int y1, int x2, int y2) <br>
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void fl_loop(int x, int y, int x1, int y1, int x2, int y2, int x3, int y3)
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\par
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Outline a 3 or 4-sided polygon with lines.
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<A NAME="fl_polygon"></A> <!-- For old HTML links only ! -->
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void fl_polygon(int x, int y, int x1, int y1, int x2, int y2) <br>
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void fl_polygon(int x, int y, int x1, int y1, int x2, int y2, int x3, int y3)
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\par
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Fill a 3 or 4-sided polygon. The polygon must be convex.
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<A NAME="fl_xyline"></A> <!-- For old HTML links only ! -->
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void fl_xyline(int x, int y, int x1) <br>
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void fl_xyline(int x, int y, int x1, int y2) <br>
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void fl_xyline(int x, int y, int x1, int y2, int x3)
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\par
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Draw horizontal and vertical lines. A horizontal line is
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drawn first, then a vertical, then a horizontal.
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<A NAME="fl_yxline"></A> <!-- For old HTML links only ! -->
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void fl_yxline(int x, int y, int y1) <br>
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void fl_yxline(int x, int y, int y1, int x2) <br>
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void fl_yxline(int x, int y, int y1, int x2, int y3)
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\par
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Draw vertical and horizontal lines. A vertical line is drawn
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first, then a horizontal, then a vertical.
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<A NAME="fl_pie"></A> <!-- For old HTML links only ! -->
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void fl_arc(int x, int y, int w, int h, double a1, double a2) <br>
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void fl_pie(int x, int y, int w, int h, double a1, double a2)
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\par
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Draw ellipse sections using integer coordinates. These
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functions match the rather limited circle drawing code provided
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by X and WIN32. The advantage over using
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<A href="#fl_arc"><tt>fl_arc</tt></A>
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with floating point
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coordinates is that they are faster because they often use the
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hardware, and they draw much nicer small circles, since the
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small sizes are often hard-coded bitmaps.
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If a complete circle is drawn it will fit inside the passed bounding
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box. The two angles are measured in degrees counterclockwise from
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3'oclock and are the starting and ending angle of the arc, <tt>a2</tt>
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must be greater or equal to <tt>a1</tt>.
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fl_arc() draws a series of lines to approximate the arc.
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Notice that the integer version of fl_arc() has a different
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number of arguments than the
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<A href="#fl_arc"><tt>fl_arc()</tt></A>
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function described later in this chapter.
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fl_pie() draws a filled-in pie slice. This slice may
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extend outside the line drawn by fl_arc(); to avoid this
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use <tt>w - 1</tt> and <tt>h - 1</tt>.
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<A name="fl_scroll"></A> <!-- For old HTML links only ! -->
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void fl_scroll(int X, int Y, int W, int H, int dx, int dy,
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void (*draw_area)(void*, int,int,int,int), void* data)
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\par
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Scroll a rectangle and draw the newly exposed portions. The contents
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of the rectangular area is first shifted by <tt>dx</tt> and
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<tt>dy</tt> pixels. The callback is then called for every newly
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exposed rectangular area,
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<A name="complex"></A> <!-- For old HTML links only ! -->
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\subsection ssect_Complex Drawing Complex Shapes
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The complex drawing functions let you draw arbitrary shapes
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with 2-D linear transformations. The functionality matches that
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found in the Adobe® PostScript&tm; language. The
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exact pixels that are filled are less defined than for the fast
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drawing functions so that FLTK can take advantage of drawing
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hardware. On both X and WIN32 the transformed vertices are
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rounded to integers before drawing the line segments: this
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severely limits the accuracy of these functions for complex
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graphics, so use OpenGL when greater accuracy and/or performance
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is required.
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<A NAME="fl_push_matrix"></A> <!-- For old HTML links only ! -->
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void fl_push_matrix() <br>
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void fl_pop_matrix()
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\par
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Save and restore the current transformation. The maximum
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depth of the stack is 4.
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<A NAME="fl_scale"></A> <!-- For old HTML links only ! -->
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void fl_scale(float x, float y) <br>
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void fl_scale(float x) <br>
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void fl_translate(float x, float y) <br>
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void fl_rotate(float d) <br>
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void fl_mult_matrix(float a, float b, float c, float d, float x, float y)
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\par
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Concatenate another transformation onto the current one. The rotation
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angle is in degrees (not radians) and is counter-clockwise.
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|
||
<A NAME="fl_transform"></A> <!-- For old HTML links only ! -->
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double fl_transform_x(double x, double y) <br>
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double fl_transform_y(double x, double y) <br>
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double fl_transform_dx(double x, double y) <br>
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double fl_transform_dy(double x, double y) <br>
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void fl_transformed_vertex(double xf, double yf)
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\par
|
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Transform a coordinate or a distance trough the current transformation matrix.
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After transforming a coordinate pair, it can be added to the vertex
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list without any forther translations using <tt>fl_transformed_vertex</tt>.
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<A NAME="fl_begin_points"></A> <!-- For old HTML links only ! -->
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void fl_begin_points() <br>
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void fl_end_points()
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\par
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Start and end drawing a list of points. Points are added to
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the list with <tt>fl_vertex</tt>.
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<A NAME="fl_begin_line"></A> <!-- For old HTML links only ! -->
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void fl_begin_line() <br>
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void fl_end_line()
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\par
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Start and end drawing lines.
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<A NAME="fl_begin_loop"></A> <!-- For old HTML links only ! -->
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void fl_begin_loop() <br>
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void fl_end_loop()
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\par
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Start and end drawing a closed sequence of lines.
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||
<A NAME="fl_begin_polygon"></A> <!-- For old HTML links only ! -->
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void fl_begin_polygon() <br>
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void fl_end_polygon()
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\par
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Start and end drawing a convex filled polygon.
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|
||
<A NAME="fl_begin_complex_polygon"></A> <!-- For old HTML links only ! -->
|
||
void fl_begin_complex_polygon() <br>
|
||
void fl_gap() <br>
|
||
void fl_end_complex_polygon()
|
||
|
||
\par
|
||
Start and end drawing a complex filled polygon. This polygon
|
||
may be concave, may have holes in it, or may be several
|
||
disconnected pieces. Call fl_gap() to separate loops of
|
||
the path. It is unnecessary but harmless to call
|
||
fl_gap() before the first vertex, after the last one,
|
||
or several times in a row.
|
||
|
||
\par
|
||
\b Note:
|
||
For portability, you should only draw polygons that appear the same whether
|
||
"even/odd" or "non-zero" winding rules are used to fill them. Holes should
|
||
be drawn in the opposite direction of the outside loop.
|
||
|
||
\par
|
||
fl_gap() should only be called between
|
||
fl_begin_complex_polygon() and
|
||
fl_end_complex_polygon(). To outline the polygon, use
|
||
fl_begin_loop() and replace each fl_gap() with
|
||
fl_end_loop();fl_begin_loop().
|
||
|
||
<A NAME="fl_vertex"></A> <!-- For old HTML links only ! -->
|
||
void fl_vertex(float x, float y)
|
||
|
||
\par
|
||
Add a single vertex to the current path.
|
||
|
||
<A NAME="fl_curve"></A> <!-- For old HTML links only ! -->
|
||
void fl_curve(float x, float y, float x1, float y1, float x2, float y2,
|
||
float x3, float y3)
|
||
|
||
\par
|
||
Add a series of points on a Bezier curve to the path. The curve ends
|
||
(and two of the points) are at <tt>x,y</tt> and <tt>x3,y3</tt>.
|
||
|
||
<A NAME="fl_arc"></A> <!-- For old HTML links only ! -->
|
||
void fl_arc(float x, float y, float r, float start, float end)
|
||
|
||
\par
|
||
Add a series of points to the current path on the arc of a
|
||
circle; you can get elliptical paths by using scale and rotate
|
||
before calling fl_arc(). <tt>x,y</tt> are the center of
|
||
the circle, and <tt>r</tt> is its radius. fl_arc()
|
||
takes <tt>start</tt> and <tt>end</tt> angles that are measured
|
||
in degrees counter-clockwise from 3 o'clock. If <tt>end</tt> is
|
||
less than <tt>start</tt> then it draws the arc in a clockwise
|
||
direction.
|
||
|
||
<A NAME="fl_circle"></A> <!-- For old HTML links only ! -->
|
||
void fl_circle(float x, float y, float r)
|
||
|
||
\par
|
||
fl_circle() is equivalent to fl_arc(...,0,360) but
|
||
may be faster. It must be the <I>only</I> thing in the path: if you
|
||
want a circle as part of a complex polygon you must use fl_arc().
|
||
|
||
\par
|
||
\b Note:
|
||
fl_circle() draws incorrectly if the transformation is both rotated and
|
||
non-square scaled.
|
||
|
||
<A name="text"></A> <!-- For old HTML links only ! -->
|
||
\subsection ssect_Text Drawing Text
|
||
|
||
All text is drawn in the
|
||
<A href="#fl_font">current font</A>.
|
||
It is undefined whether this location or the characters are
|
||
modified by the current transformation.
|
||
|
||
<A NAME="fl_draw"></A> <!-- For old HTML links only ! -->
|
||
void fl_draw(const char *, int x, int y) <br>
|
||
void fl_draw(const char *, int n, int x, int y)
|
||
|
||
\par
|
||
Draw a nul-terminated string or an array of <tt>n</tt> characters
|
||
starting at the given location. Text is aligned to the left and to
|
||
the baseline of the font. To align to the bottom, subtract fl_descent() from
|
||
<i>y</i>. To align to the top, subtract fl_descent() and add fl_height().
|
||
This version of fl_draw provides direct access to
|
||
the text drawing function of the underlying OS. It does not apply any
|
||
special handling to control characters.
|
||
|
||
void fl_draw(const char *, int x, int y, int w, int h,
|
||
Fl_Align align, Fl_Image *img = 0, int draw_symbols = 1)
|
||
|
||
\par
|
||
Fancy string drawing function which is used to draw all the
|
||
labels. The string is formatted and aligned inside the passed
|
||
box. Handles '\\t' and '\\n', expands all other control
|
||
characters to ^X, and aligns inside or against the edges of the
|
||
box described by <i>x</i>, <i>y</i>, <i>w</i> and <i>h</i>. See
|
||
Fl_Widget::align() for values for <tt>align</tt>. The value
|
||
<tt>FL_ALIGN_INSIDE</tt> is ignored, as this function always
|
||
prints inside the box.
|
||
|
||
\par
|
||
If <tt>img</tt> is provided and is not <tt>NULL</tt>, the
|
||
image is drawn above or below the text as specified by the
|
||
<tt>align</tt> value.
|
||
|
||
\par
|
||
The <tt>draw_symbols</tt> argument specifies whether or not
|
||
to look for symbol names starting with the "@" character.
|
||
|
||
\par
|
||
The text length is limited to 1024 caracters per line.
|
||
|
||
<A NAME="fl_measure"></A> <!-- For old HTML links only ! -->
|
||
void fl_measure(const char *, int &w, int &h, int draw_symbols = 1)
|
||
|
||
\par
|
||
Measure how wide and tall the string will be when printed by
|
||
the <tt>fl_draw(...align)</tt> function. If the incoming
|
||
<tt>w</tt> is non-zero it will wrap to that width.
|
||
|
||
<A NAME="fl_height"></A> <!-- For old HTML links only ! -->
|
||
int fl_height()
|
||
|
||
\par
|
||
Recommended minimum line spacing for the current font. You
|
||
can also just use the value of <tt>size</tt> passed to
|
||
<A href="#fl_font"><tt>fl_font()</tt></A>.
|
||
|
||
<A NAME="fl_descent"></A> <!-- For old HTML links only ! -->
|
||
int fl_descent()
|
||
|
||
\par
|
||
Recommended distance above the bottom of a fl_height() tall box to draw
|
||
the text at so it looks centered vertically in that box.
|
||
|
||
<A NAME="fl_width"></A> <!-- For old HTML links only ! -->
|
||
float fl_width(const char*) <br>
|
||
float fl_width(const char*, int n) <br>
|
||
float fl_width(uchar)
|
||
|
||
\par
|
||
Return the pixel width of a nul-terminated string, a sequence of <tt>n</tt>
|
||
characters, or a single character in the current font.
|
||
|
||
<A NAME="fl_shortcut_label"></A> <!-- For old HTML links only ! -->
|
||
const char *fl_shortcut_label(ulong)
|
||
|
||
\par
|
||
Unparse a shortcut value as used by Fl_Button or Fl_Menu_Item
|
||
into a human-readable string like "Alt+N". This only
|
||
works if the shortcut is a character key or a numbered function
|
||
key. If the shortcut is zero an empty string is returned. The
|
||
return value points at a static buffer that is overwritten with
|
||
each call.
|
||
|
||
<A name="fonts"></A> <!-- For old HTML links only ! -->
|
||
\subsection ssect_Fonts Fonts
|
||
|
||
FLTK supports a set of standard fonts based on the Times,
|
||
Helvetica/Arial, Courier, and Symbol typefaces, as well as
|
||
custom fonts that your application may load. Each font is
|
||
accessed by an index into a font table.
|
||
|
||
Initially only the first 16 faces are filled in. There are
|
||
symbolic names for them: FL_HELVETICA,
|
||
FL_TIMES, FL_COURIER, and modifier values
|
||
FL_BOLD and FL_ITALIC which can be added to
|
||
these, and FL_SYMBOL and FL_ZAPF_DINGBATS.
|
||
Faces greater than 255 cannot be used in Fl_Widget
|
||
labels, since Fl_Widget stores the index as a byte.
|
||
|
||
<A name="fl_font"></A> <!-- For old HTML links only ! -->
|
||
void fl_font(int face, int size)
|
||
|
||
\par
|
||
Set the current font, which is then used by the routines
|
||
described above. You may call this outside a draw context if
|
||
necessary to call fl_width(), but on X this will open
|
||
the display.
|
||
|
||
\par
|
||
The font is identified by a <tt>face</tt> and a
|
||
<tt>size</tt>. The size of the font is measured in
|
||
<tt>pixels</tt> and not "points". Lines should be spaced
|
||
<tt>size</tt> pixels apart or more.
|
||
|
||
<A NAME="fl_size"></A> <!-- For old HTML links only ! -->
|
||
int fl_font() <br>
|
||
int fl_size()
|
||
|
||
\par
|
||
Returns the face and size set by the most recent call to
|
||
fl_font(a,b). This can be used to save/restore the font.
|
||
|
||
<A NAME="character_encoding"></A> <!-- For old HTML links only ! -->
|
||
\subsection ssect_CharacterEncoding Character Encoding
|
||
|
||
FLTK 1 supports western character sets using the eight bit encoding
|
||
of the user-selected global code page. For MS Windows and X11, the code
|
||
page is assumed to be Windows-1252/Latin1, a superset to ISO 8859-1.
|
||
On Mac OS X, we assume MacRoman.
|
||
|
||
FLTK provides the functions fl_latin1_to_local(),
|
||
fl_local_to_latin1(), fl_mac_roman_to_local(), and
|
||
fl_local_to_mac_roman() to convert strings between both
|
||
encodings. These functions are only required if your source
|
||
code contains "C"-strings with international characters and
|
||
if this source will be compiled on multiple platforms.
|
||
|
||
<!-- Editor's note:
|
||
** Caution: the following text contains utf-8 encoded characters.
|
||
** be careful when using non-utf-8-aware editors !
|
||
-->
|
||
|
||
Assuming that the following source code was written on MS Windows,
|
||
this example will output the correct label on OS X and X11 as well.
|
||
Without the conversion call, the label on OS X would read
|
||
<tt>Fahrvergn¸gen</tt> with a deformed umlaut u ("cedille",
|
||
html "¸").
|
||
\code
|
||
btn = new Fl_Button(10, 10, 300, 25);
|
||
btn->copy_label(fl_latin1_to_local("Fahrvergnügen"));
|
||
\endcode
|
||
|
||
\note If your application uses characters that are not part of both
|
||
encodings, or it will be used in areas that commonly use different
|
||
code pages, you might consider upgrading to FLTK 2 which supports
|
||
UTF-8 encoding.
|
||
|
||
\todo drawing.dox: I fixed the above encoding problem of these \¸
|
||
and umlaut characters, but this text is obsoleted by FLTK 1.3
|
||
with utf-8 encoding, or must be rewritten accordingly:
|
||
How to use native (e.g. Windows "ANSI", or ISO-8859-x)
|
||
encoding in embedded strings for labels, error messages
|
||
and more. Please check this (utf-8) encoding on different
|
||
OS'es and with different language and font environments.
|
||
|
||
For more information about character encoding, unicode and utf-8
|
||
see chapter \ref unicode.
|
||
|
||
<A name="overlay"></A> <!-- For old HTML links only ! -->
|
||
\subsection ssect_Overlay Drawing Overlays
|
||
|
||
These functions allow you to draw interactive selection rectangles
|
||
without using the overlay hardware. FLTK will XOR a single rectangle
|
||
outline over a window.
|
||
|
||
void fl_overlay_rect(int x, int y, int w, int h); <br>
|
||
void fl_overlay_clear();
|
||
|
||
\par
|
||
fl_overlay_rect() draws a selection rectangle, erasing any
|
||
previous rectangle by XOR'ing it first. fl_overlay_clear()
|
||
will erase the rectangle without drawing a new one.
|
||
|
||
\par
|
||
Using these functions is tricky. You should make a widget
|
||
with both a handle() and draw() method.
|
||
draw() should call fl_overlay_clear() before
|
||
doing anything else. Your handle() method should call
|
||
window()->make_current() and then
|
||
fl_overlay_rect() after FL_DRAG events, and
|
||
should call fl_overlay_clear() after a
|
||
FL_RELEASE event.
|
||
|
||
|
||
<A NAME="images"></A> <!-- For old HTML links only ! -->
|
||
\section drawing_images Drawing Images
|
||
|
||
To draw images, you can either do it directly from data in
|
||
your memory, or you can create a Fl_Image object. The advantage of
|
||
drawing directly is that it is more intuitive, and it is faster
|
||
if the image data changes more often than it is redrawn. The
|
||
advantage of using the object is that FLTK will cache translated
|
||
forms of the image (on X it uses a server pixmap) and thus
|
||
redrawing is <I>much</I> faster.
|
||
|
||
\subsection ssect_DirectImageDrawing Direct Image Drawing
|
||
|
||
The behavior when drawing images when the current
|
||
transformation matrix is not the identity is not defined, so you
|
||
should only draw images when the matrix is set to the identity.
|
||
|
||
<A NAME="fl_draw_image"></A> <!-- For old HTML links only ! -->
|
||
void fl_draw_image(const uchar *, int X, int Y, int W, int H,
|
||
int D = 3, int LD = 0) <br>
|
||
void fl_draw_image_mono(const uchar *, int X, int Y, int W, int H,
|
||
int D = 1, int LD = 0)
|
||
|
||
\par
|
||
Draw an 8-bit per color RGB or luminance image. The pointer
|
||
points at the "r" data of the top-left pixel. Color
|
||
data must be in <tt>r,g,b</tt> order. <tt>X,Y</tt> are where to
|
||
put the top-left corner. <tt>W</tt> and <tt>H</tt> define the
|
||
size of the image. <tt>D</tt> is the delta to add to the pointer
|
||
between pixels, it may be any value greater or equal to
|
||
<tt>3</tt>, or it can be negative to flip the image
|
||
horizontally. <tt>LD</tt> is the delta to add to the pointer
|
||
between lines (if 0 is passed it uses <tt>W * D</tt>), and may
|
||
be larger than <tt>W * D</tt> to crop data, or negative to flip
|
||
the image vertically.
|
||
|
||
\par
|
||
It is highly recommended that you put the following code before the
|
||
first show() of <I>any</I> window in your program to get rid
|
||
of the dithering if possible:
|
||
|
||
\code
|
||
Fl::visual(FL_RGB);
|
||
\endcode
|
||
|
||
\par
|
||
Gray scale (1-channel) images may be drawn. This is done if
|
||
<tt>abs(D)</tt> is less than 3, or by calling
|
||
fl_draw_image_mono(). Only one 8-bit sample is used for
|
||
each pixel, and on screens with different numbers of bits for
|
||
red, green, and blue only gray colors are used. Setting
|
||
<tt>D</tt> greater than 1 will let you display one channel of a
|
||
color image.
|
||
|
||
\par
|
||
\b Note:
|
||
The X version does not support all possible visuals.
|
||
If FLTK cannot draw the image in the current visual it
|
||
will abort. FLTK supports any visual of 8 bits or less,
|
||
and all common TrueColor visuals up to 32 bits.
|
||
|
||
typedef void (*fl_draw_image_cb)(void *, int x, int y, int w, uchar *) <br>
|
||
void fl_draw_image(fl_draw_image_cb, void *, int X, int Y, int W, int H,
|
||
int D = 3) <br>
|
||
void fl_draw_image_mono(fl_draw_image_cb, void *, int X, int Y, int W, int H,
|
||
int D = 1)
|
||
|
||
\par
|
||
Call the passed function to provide each scan line of the
|
||
image. This lets you generate the image as it is being drawn,
|
||
or do arbitrary decompression of stored data, provided it can be
|
||
decompressed to individual scan lines easily.
|
||
|
||
\par
|
||
The callback is called with the <tt>void *</tt> user data
|
||
pointer which can be used to point at a structure of information
|
||
about the image, and the <tt>x</tt>, <tt>y</tt>, and <tt>w</tt>
|
||
of the scan line desired from the image. 0,0 is the upper-left
|
||
corner of the image, <I>not <tt>X,Y</tt></I>. A pointer to a
|
||
buffer to put the data into is passed. You must copy <tt>w</tt>
|
||
pixels from scanline <tt>y</tt>, starting at pixel <tt>x</tt>,
|
||
to this buffer.
|
||
|
||
\par
|
||
Due to cropping, less than the whole image may be requested.
|
||
So <tt>x</tt> may be greater than zero, the first <tt>y</tt> may
|
||
be greater than zero, and <tt>w</tt> may be less than
|
||
<tt>W</tt>. The buffer is long enough to store the entire <tt>W * D</tt>
|
||
pixels, this is for convenience with some decompression
|
||
schemes where you must decompress the entire line at once:
|
||
decompress it into the buffer, and then if <tt>x</tt> is not
|
||
zero, copy the data over so the <tt>x</tt>'th pixel is at the
|
||
start of the buffer.
|
||
|
||
\par
|
||
You can assume the <tt>y</tt>'s will be consecutive, except
|
||
the first one may be greater than zero.
|
||
|
||
\par
|
||
If <tt>D</tt> is 4 or more, you must fill in the unused bytes
|
||
with zero.
|
||
|
||
<A NAME="fl_draw_pixmap"></A> <!-- For old HTML links only ! -->
|
||
int fl_draw_pixmap(char **data, int X, int Y, Fl_Color = FL_GRAY)
|
||
|
||
\par
|
||
Draws XPM image data, with the top-left corner at the given position.
|
||
The image is dithered on 8-bit displays so you won't lose color space
|
||
for programs displaying both images and pixmaps. This function returns
|
||
zero if there was any error decoding the XPM data.
|
||
|
||
\par
|
||
To use an XPM, do:
|
||
|
||
\code
|
||
#include "foo.xpm"
|
||
...
|
||
fl_draw_pixmap(foo, X, Y);
|
||
\endcode
|
||
|
||
\par
|
||
Transparent colors are replaced by the optional
|
||
Fl_Color argument. To draw with true transparency you must
|
||
use the Fl_Pixmap class.
|
||
|
||
<A NAME="fl_measure_pixmap"></A> <!-- For old HTML links only ! -->
|
||
int fl_measure_pixmap(char **data, int &w, int &h)
|
||
|
||
\par
|
||
An XPM image contains the dimensions in its data. This
|
||
function finds and returns the width and height. The return
|
||
value is non-zero if the dimensions were parsed ok and zero if
|
||
there was any problem.
|
||
|
||
\subsection ssect_DirectImageReading Direct Image Reading
|
||
|
||
FLTK provides a single function for reading from the current
|
||
window or off-screen buffer into a RGB(A) image buffer.
|
||
|
||
<A NAME="fl_read_image"></A> <!-- For old HTML links only ! -->
|
||
uchar *fl_read_image(uchar *p, int X, int Y, int W, int H, int alpha = 0);
|
||
|
||
\par
|
||
Read a RGB(A) image from the current window or off-screen
|
||
buffer. The <tt>p</tt> argument points to a buffer that can hold
|
||
the image and must be at least <tt>W*H*3</tt> bytes when reading
|
||
RGB images and <tt>W*H*4</tt> bytes when reading RGBA images. If
|
||
<tt>NULL</tt>, <tt>fl_read_image()</tt> will create an array of
|
||
the proper size which can be freed using <tt>delete[]</tt>.
|
||
|
||
\par
|
||
The <tt>alpha</tt> parameter controls whether an alpha
|
||
channel is created and the value that is placed in the alpha
|
||
channel. If 0, no alpha channel is generated.
|
||
|
||
<A name="Fl_Image"></A> <!-- For old HTML links only ! -->
|
||
\subsection ssect_Fl_Image Image Classes
|
||
|
||
FLTK provides a base image class called Fl_Image which supports
|
||
creating, copying, and drawing images of various kinds, along
|
||
with some basic color operations. Images can be used as labels
|
||
for widgets using the image() and deimage() methods or drawn directly.
|
||
|
||
The Fl_Image class does almost nothing by itself, but is instead
|
||
supported by three basic image types:
|
||
|
||
\li Fl_Bitmap
|
||
\li Fl_Pixmap
|
||
\li Fl_RGB_Image
|
||
|
||
The Fl_Bitmap class encapsulates a mono-color bitmap image.
|
||
The draw() method draws the image using the current drawing
|
||
color.
|
||
|
||
The Fl_Pixmap class encapsulates a colormapped image.
|
||
The draw() method draws the image using the colors in the
|
||
file, and masks off any transparent colors automatically.
|
||
|
||
The Fl_RGB_Image class encapsulates a full-color
|
||
(or grayscale) image with 1 to 4 color components. Images with
|
||
an even number of components are assumed to contain an
|
||
alpha channel that is used for transparency. The transparency
|
||
provided by the draw() method is either a 24-bit
|
||
blend against the existing window contents or a "screen door"
|
||
transparency mask, depending on the platform and screen color depth.
|
||
|
||
<A NAME="fl_can_do_alpha_blending"></A> <!-- For old HTML links only ! -->
|
||
char fl_can_do_alpha_blending()
|
||
|
||
\par
|
||
fl_can_do_alpha_blending() will return 1, if your
|
||
platform supports true alpha blending for RGBA images, or 0,
|
||
if FLTK will use screen door transparency.
|
||
|
||
FLTK also provides several image classes based on the three
|
||
standard image types for common file formats:
|
||
|
||
\li Fl_GIF_Image
|
||
\li Fl_JPEG_Image
|
||
\li Fl_PNG_Image
|
||
\li Fl_PNM_Image
|
||
\li Fl_XBM_Image
|
||
\li Fl_XPM_Image
|
||
|
||
Each of these image classes load a named file of the
|
||
corresponding format. The Fl_Shared_Image class
|
||
can be used to load any type of image file - the class examines
|
||
the file and constructs an image of the appropriate type.
|
||
|
||
Finally, FLTK provides a special image class called Fl_Tiled_Image to
|
||
tile another image object in the specified area. This class can be
|
||
used to tile a background image in a Fl_Group widget, for example.
|
||
|
||
virtual void copy(); <br>
|
||
virtual void copy(int w, int h);
|
||
|
||
\par
|
||
The copy() method creates a copy of the image. The second form
|
||
specifies the new size of the image - the image is resized using the
|
||
nearest-neighbor algorithm.
|
||
|
||
void draw(int x, int y, int w, int h, int ox = 0, int oy = 0);
|
||
|
||
\par
|
||
The draw() method draws the image object.
|
||
<tt>x,y,w,h</tt> indicates a destination rectangle.
|
||
<tt>ox,oy,w,h</tt> is a source rectangle. This source rectangle
|
||
is copied to the destination. The source rectangle may extend
|
||
outside the image, i.e. <tt>ox</tt> and <tt>oy</tt> may be
|
||
negative and <tt>w</tt> and <tt>h</tt> may be bigger than the
|
||
image, and this area is left unchanged.
|
||
|
||
void draw(int x, int y)
|
||
|
||
\par
|
||
Draws the image with the upper-left corner at <tt>x,y</tt>.
|
||
This is the same as doing draw(x,y,img->w(),img->h(),0,0).
|
||
|
||
<A NAME="offscreen"></A> <!-- For old HTML links only ! -->
|
||
\subsection ssect_Offscreen Offscreen Drawing
|
||
|
||
Sometimes it can be very useful to generate a complex drawing
|
||
in memory first and copy it to the screen at a later point in
|
||
time. This technique can significantly reduce the amount of
|
||
repeated drawing. Fl_Double_Window uses offscreen rendering
|
||
to avoid flickering on systems that don't support
|
||
double-buffering natively.
|
||
|
||
<A NAME="fl_create_offscreen"></A> <!-- For old HTML links only ! -->
|
||
Fl_Offscreen fl_create_offscreen(int w, int h)
|
||
|
||
\par
|
||
Create an RGB offscreen buffer with <tt>w*h</tt> pixels.
|
||
|
||
<A NAME="fl_delete_offscreen"></A> <!-- For old HTML links only ! -->
|
||
void fl_delete_offscreen(Fl_Offscreen)
|
||
|
||
\par
|
||
Delete a previously created offscreen buffer. All drawings are lost.
|
||
|
||
<A NAME="fl_begin_offscreen"></A> <!-- For old HTML links only ! -->
|
||
void fl_begin_offscreen(Fl_Offscreen)
|
||
|
||
\par
|
||
Send all subsequent drawing commands to this offscreen buffer.
|
||
FLTK can draw into a buffer at any time. There is no need to wait for
|
||
an Fl_Widget::draw() to occur.
|
||
|
||
<A NAME="fl_end_offscreen"></A> <!-- For old HTML links only ! -->
|
||
void fl_end_offscreen()
|
||
|
||
\par
|
||
Quit sending drawing commands to this offscreen buffer.
|
||
|
||
<A NAME="fl_copy_offscreen"></A> <!-- For old HTML links only ! -->
|
||
void fl_copy_offscreen(int x, int y, int w, int h,
|
||
Fl_Offscreen osrc, int srcx, int srcy)
|
||
|
||
\par
|
||
Copy a rectangular area of the size <tt>w*h</tt> from <tt>srcx, srcy</tt>
|
||
in the offscreen buffer into the current buffer at <tt>x, y</tt>.
|
||
|
||
<hr>
|
||
<a class="el" href="index.html">[Index]</a>
|
||
<a class="el" href="editor.html">[Previous]</a>
|
||
\ref editor
|
||
<a class="el" href="events.html">[Next]</a>
|
||
\ref events
|
||
|
||
*/
|