1d1c50cc4f
git-svn-id: file:///fltk/svn/fltk/branches/branch-1.1@2636 ea41ed52-d2ee-0310-a9c1-e6b18d33e121
652 lines
22 KiB
HTML
652 lines
22 KiB
HTML
<HTML>
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<BODY>
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<H1 ALIGN="RIGHT"><A NAME="osissues">F - Operating System Issues</A></H1>
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<P>This appendix describes the operating system specific interfaces in FLTK.
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<H2>Accessing the OS Interfaces</H2>
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<P>All programs that need to access the operating system
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specific interfaces must include the following header file:
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<UL><PRE>
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#include <FL/x.H>
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</PRE></UL>
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<P>Despite the name, this header file will define the
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appropriate interface for your environment. The pages that
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follow describe the functionality that is provided for each
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operating system.
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<CENTER><TABLE WIDTH="90%" BORDER="1" CELLPADDING="5" CELLSPACING="0" BGCOLOR="#cccccc">
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<TR>
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<TD><B>WARNING:</B>
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<P>The interfaces provided by this header file may
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change radically in new FLTK releases. Use them only
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when an existing generic FLTK interface is not
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sufficient.</P>
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</TD>
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</TR>
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</TABLE></CENTER>
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<H2>The UNIX (X11) Interface</H2>
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<P>The UNIX interface provides access to the X Window System
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state information and data structures.
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<H3>Handling Other X Events</H3>
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<H4><A name="add_handler">void Fl::add_handler(int (*f)(int))</A></H4>
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<P>Installs a function to parse unrecognized events. If FLTK
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cannot figure out what to do with an event, it calls each of
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these functions (most recent first) until one of them returns
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non-zero. If none of them returns non-zero then the event is
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ignored.
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<P>FLTK calls this for any X events it does not recognize, or X
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events with a window ID that FLTK does not recognize. You can
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look at the X event in the <A
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href="#fl_xevent"><TT>fl_xevent</TT></A> variable.</P>
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<P>The argument is the FLTK event type that was not handled, or
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zero for unrecognized X events. These handlers are also called
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for global shortcuts and some other events that the widget they
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were passed to did not handle, for example
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<TT>FL_SHORTCUT</TT>.</P>
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<H4><A name="fl_xevent">extern XEvent *fl_xvent</A></H4>
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<P>This variable contains the most recent X event.
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<H4><A name="fl_event_time">extern ulong fl_event_time</A></H4>
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<P>This variable contains the time stamp from the most recent X
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event that reported it; not all events do. Many X calls like cut
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and paste need this value.
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<H4><A name="fl_xid">Window fl_xid(const Fl_Window *)</A></H4>
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<P>Returns the XID for a window, or zero if not <TT>shown()</TT>.
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<H4><A name="fl_find">Fl_Window *fl_find(ulong xid)</A></H4>
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<P>Returns the <TT>Fl_Window</TT> that corresponds to the given
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XID, or <TT>NULL</TT> if not found. This function uses a cache
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so it is slightly faster than iterating through the windows
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yourself.</P>
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<H4><A name="fl_handle">int fl_handle(const XEvent &)</A></H4>
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<P>This call allows you to supply the X events to FLTK, which
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may allow FLTK to cooperate with another toolkit or library. The
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return value is non-zero if FLTK understood the event. If the
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window does not belong to FLTK and the <TT>add_handler()</TT>
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functions all return 0, this function will return false.
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<P>Besides feeding events your code should call <A
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href="Fl.html#Fl.flush"><TT>Fl::flush()</TT></A>
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periodically so that FLTK redraws its windows.</P>
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<P>This function will call the callback functions. It will not
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return until they complete. In particular, if a callback pops up
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a modal window by calling <A
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href="functions.html#fl_ask"><TT>fl_ask()</TT></A>, for
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instance, it will not return until the modal function
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returns.</P>
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<H3>Drawing using Xlib</H3>
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<P>The following global variables are set before <A
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HREF="subclassing.html#draw"><TT>Fl_Widget::draw()</TT></A> is
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called, or by <A
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href="Fl_Window.html#Fl_Window.make_current"><TT>Fl_Window::make_current()</TT></A>:
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<UL><PRE>
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extern Display *fl_display;
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extern Window fl_window;
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extern GC fl_gc;
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extern int fl_screen;
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extern XVisualInfo *fl_visual;
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extern Colormap fl_colormap;
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</PRE></UL>
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<P>You must use them to produce Xlib calls. Don't attempt to change
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them. A typical X drawing call is written like this:
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<UL><PRE>
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XDrawSomething(fl_display, fl_window, fl_gc, ...);
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</PRE></UL>
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<P>Other information such as the position or size of the X
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window can be found by looking at <A
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href="Fl_Window.html#Fl_Window.make_current"><TT>Fl_Window::current()</TT></A>,
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which returns a pointer to the <TT>Fl_Window</TT> being drawn.
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<H4><A name="fl_xpixel">unsigned long fl_xpixel(Fl_Color i)<BR>
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unsigned long fl_xpixel(uchar r, uchar g, uchar b)</A></H4>
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<P>Returns the X pixel number used to draw the given FLTK color
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index or RGB color. This is the X pixel that <A
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href="drawing.html#fl_color"><TT>fl_color()</TT></A> would use.
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<H4><A name="fl_xfont">extern XFontStruct *fl_xfont</A></H4>
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<P>Points to the font selected by the most recent <A
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href="drawing.html#fl_font"><TT>fl_font()</TT></A>. This is not
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necessarily the current font of <TT>fl_gc</TT>, which is not set
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until <A href="drawing.html#text"><TT>fl_draw()</TT></A> is
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called.
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<H3>Changing the Display, Screen, or X Visual</H3>
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<P>FLTK uses only a single display, screen, X visual, and X
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colormap. This greatly simplifies its internal structure and
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makes it much smaller and faster. You can change which it uses
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by setting global variables <I>before the first
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<TT>Fl_Window::show()</TT> is called</I>. You may also want to
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call <A href="Fl.html#Fl.visual">Fl::visual()</A>, which is
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a portable interface to get a full color and/or double buffered
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visual.
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<H4><A name="display">int Fl::display(const char *)</A></H4>
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<P>Set which X display to use. This actually does
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<TT>putenv("DISPLAY=...")</TT> so that child programs
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will display on the same screen if called with <TT>exec()</TT>.
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This must be done before the display is opened. This call is
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provided under MacOS and WIN32 but it has no effect.
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<H4><A name="fl_display">extern Display *fl_display</A></H4>
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<P>The open X display. This is needed as an argument to most
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Xlib calls. Don't attempt to change it! This is <TT>NULL</TT>
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before the display is opened.
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<H4><A name="fl_open_display">void fl_open_display()</A></H4>
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<P>Opens the display. Does nothing if it is already open. This
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will make sure <TT>fl_display</TT> is non-zero. You should call
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this if you wish to do X calls and there is a chance that your
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code will be called before the first <TT>show()</TT> of a
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window.
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<P>This may call <TT>Fl::abort()</TT> if there is an error
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opening the display.</P>
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<H4><A name="fl_close_display">void fl_close_display()</A></H4>
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<P>This closes the X connection. You do <I>not</I> need to call
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this to exit, and in fact it is faster to not do so! It may be
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useful to call this if you want your program to continue without
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the X connection. You cannot open the display again, and
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probably cannot call any FLTK functions.
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<H4><A name="fl_screen">extern int fl_screen</A></H4>
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<P>Which screen number to use. This is set by
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<TT>fl_open_display()</TT> to the default screen. You can change
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it by setting this to a different value immediately afterwards.
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It can also be set by changing the last number in the
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<TT>Fl::display()</TT> string to "host:0.#".
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<H4><A name="fl_visual">extern XVisualInfo *fl_visual</A><BR>
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<A name="fl_colormap">extern Colormap fl_colormap</A></H4>
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<P>The visual and colormap that FLTK will use for all windows.
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These are set by <TT>fl_open_display()</TT> to the default
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visual and colormap. You can change them before calling
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<TT>show()</TT> on the first window. Typical code for changing
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the default visual is:
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<UL><PRE>
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Fl::args(argc, argv); // do this first so $DISPLAY is set
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fl_open_display();
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fl_visual = find_a_good_visual(fl_display, fl_screen);
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if (!fl_visual) Fl::abort("No good visual");
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fl_colormap = make_a_colormap(fl_display, fl_visual->visual, fl_visual->depth);
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// it is now ok to show() windows:
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window->show(argc, argv);
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</PRE></UL>
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<H3>Using a Subclass of Fl_Window for Special X Stuff</H3>
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<P>FLTK can manage an X window on a different screen, visual
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and/or colormap, you just can't use FLTK's drawing routines to
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draw into it. But you can write your own <TT>draw()</TT> method
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that uses Xlib (and/or OpenGL) calls only.
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<P>FLTK can also manage XID's provided by other libraries or
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programs, and call those libraries when the window needs to be
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redrawn.</P>
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<P>To do this, you need to make a subclass of <A
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href="Fl_Window.html#Fl_Window"><TT>Fl_Window</TT></A> and
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override some of these virtual functions:</P>
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<H4>virtual void Fl_Window::show()</H4>
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<P>If the window is already <TT>shown()</TT> this must cause it
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to be raised, this can usually be done by calling
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<TT>Fl_Window::show()</TT>. If not <TT>shown()</TT> your
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implementation must call either <TT>Fl_X::set_xid()</TT> or
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<TT>Fl_X::make_xid()</TT>.
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<P>An example:</P>
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<UL><PRE>
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void MyWindow::show() {
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if (shown()) {Fl_Window::show(); return;} // you must do this!
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fl_open_display(); // necessary if this is first window
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// we only calcualte the necessary visual colormap once:
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static XVisualInfo *visual;
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static Colormap colormap;
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if (!visual) {
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visual = figure_out_visual();
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colormap = XCreateColormap(fl_display, RootWindow(fl_display,fl_screen),
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vis->visual, AllocNone);
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}
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Fl_X::make_xid(this, visual, colormap);
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}
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</PRE></UL>
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<H4>Fl_X *Fl_X::set_xid(Fl_Window *, Window xid)</H4>
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<P>Allocate a hidden structure called an <TT>Fl_X</TT>, put the
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XID into it, and set a pointer to it from the
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<TT>Fl_Window</TT>. This causes <TT>Fl_Window::shown()</TT> to
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return true.
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<H4>void Fl_X::make_xid(Fl_Window *, XVisualInfo *= fl_visual,
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Colormap = fl_colormap)</H4>
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<P>This static method does the most onerous parts of creating an
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X window, including setting the label, resize limitations, etc.
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It then does <TT>Fl_X::set_xid()</TT> with this new window and
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maps the window.
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<H4>virtual void Fl_Window::flush()</H4>
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<P>This virtual function is called by <TT>Fl::flush()</TT> to
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update the window. For FLTK's own windows it does this by
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setting the global variables <TT>fl_window</TT> and
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<TT>fl_gc</TT> and then calling the <TT>draw()</TT> method. For
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your own windows you might just want to put all the drawing code
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in here.
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<P>The X region that is a combination of all <TT>damage()</TT>
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calls done so far is in <TT>Fl_X::i(this)->region</TT>. If
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<TT>NULL</TT> then you should redraw the entire window. The
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undocumented function <TT>fl_clip_region(XRegion)</TT> will
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initialize the FLTK clip stack with a region or <TT>NULL</TT>
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for no clipping. You must set region to <TT>NULL</TT> afterwards
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as <TT>fl_clip_region()</TT> will own and delete it when
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done.</P>
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<P>If <TT>damage() & FL_DAMAGE_EXPOSE</TT> then only X
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expose events have happened. This may be useful if you have an
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undamaged image (such as a backing buffer) around.</P>
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<P>Here is a sample where an undamaged image is kept somewhere:</P>
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<UL><PRE>
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void MyWindow::flush() {
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fl_clip_region(Fl_X::i(this)->region);
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Fl_X::i(this)->region = 0;
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if (damage() != 2) {... draw things into backing store ...}
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... copy backing store to window ...
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}
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</PRE></UL>
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<H4>virtual void Fl_Window::hide()</H4>
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<P>Destroy the window server copy of the window. Usually you
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will destroy contexts, pixmaps, or other resources used by the
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window, and then call <TT>Fl_Window::hide()</TT> to get rid of
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the main window identified by <TT>xid()</TT>. If you override
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this, you must also override the destructor as shown:
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<UL><PRE>
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void MyWindow::hide() {
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if (mypixmap) {
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XFreePixmap(fl_display,mypixmap);
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mypixmap = 0;
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}
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Fl_Window::hide(); // you must call this
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}
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</PRE></UL>
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<H4>virtual void Fl_Window::~Fl_Window()</H4>
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<P>Because of the way C++ works, if you override <TT>hide()</TT>
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you <I>must</I> override the destructor as well (otherwise only
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the base class <TT>hide()</TT> is called):
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<UL><PRE>
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MyWindow::~MyWindow() {
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hide();
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}
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</PRE></UL>
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<H3>Setting the Icon of a Window</H3>
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<P>FLTK currently supports setting a window's icon *before* it
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is shown using the <TT>Fl_Window::icon()</TT> method.
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<H4>void Fl_Window::icon(char *)</H4>
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<P>Sets the icon for the window to the passed pointer. You will
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need to cast the icon <TT>Pixmap</TT> to a <TT>char *</TT> when
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calling this method. To set the icon using a bitmap compiled
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with your application use:
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<UL><PRE>
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#include "icon.xbm"
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Pixmap p = XCreateBitmapFromData(fl_display, DefaultRootWindow(fl_display),
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icon_bits, icon_width, icon_height);
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window->icon((char *)p);
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</PRE></UL>
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<CENTER><TABLE WIDTH="90%" BORDER="1" CELLPADDING="5" CELLSPACING="0" BGCOLOR="#cccccc">
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<TR>
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<TD><B>NOTE:</B>
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<P>You must call <A
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HREF="Fl_Window.html#Fl_Window.show"><TT>Fl_Window::show(argc,
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argv)</TT></A> for the icon to be used. The
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<TT>Fl_Window::show()</TT> method does not bind the icon
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to the window.
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</TD>
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</TR>
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</TABLE></CENTER>
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<H3>X Resources</H3>
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<P>When the <A
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HREF="Fl_Window.html#Fl_Window.show"><TT>Fl_Window::show(argc,
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argv)</TT></A> method is called, FLTK looks for the following X
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resources:
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<UL>
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<LI><TT>background</TT> - The default background color
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for widgets (color).
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<LI><TT>dndTextOps</TT> - The default setting for
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drag and drop text operations (boolean).
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<LI><TT>foreground</TT> - The default foreground (label)
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color for widgets (color).
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<LI><TT>scheme</TT> - The default scheme to use
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(string).
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<LI><TT>selectBackground</TT> - The default selection
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color for menus, etc. (color).
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<LI><TT>Text.background</TT> - The default background
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color for text fields (color).
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<LI><TT>tooltips</TT> - The default setting for
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tooltips (boolean).
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<LI><TT>visibleFocus</TT> - The default setting for
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visible keyboard focus on non-text widgets (boolean).
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</UL>
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<P>Resources associated with the first window's <A
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HREF="Fl_Window.html#Fl_Window.xclass"><TT>Fl_Window::xclass()</TT></A>
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string are queried first, or if no class has been specified then
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the class "fltk" is used (e.g. <TT>fltk.background</TT>). If no
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match is found, a global search is done (e.g.
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<TT>*background</TT>).
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<H2>The Windows (WIN32) Interface</H2>
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<P>The Windows interface provides access to the WIN32 GDI
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state information and data structures.
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<H3>Handling Other WIN32 Messages</H3>
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<P>By default a single WNDCLASSEX called "FLTK" is
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created. All <TT>Fl_Window</TT>'s are of this class unless you
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use <TT>Fl_Window::xclass()</TT>. The window class is created
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the first time <TT>Fl_Window::show()</TT> is called.
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<P>You can probably combine FLTK with other libraries that make
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their own WIN32 window classes. The easiest way is to call
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<TT>Fl::wait()</TT>, as it will call <TT>DispatchMessage</TT>
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for all messages to the other windows. If necessary you can let
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the other library take over as long as it calls
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<TT>DispatchMessage()</TT>, but you will have to arrange for the
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function <TT>Fl::flush()</TT> to be called regularly so that
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widgets are updated, timeouts are handled, and the idle
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functions are called.</P>
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<H4><A name="fl_msg">extern MSG fl_msg</A></H4>
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<P>This variable contains the most recent message read by
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<TT>GetMessage</TT>, which is called by <A
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href="Fl.html#Fl.wait"><TT>Fl::wait()</TT></A>. This may not be the
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most recent message sent to an FLTK window, because silly WIN32
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calls the handle procedures directly for some events (sigh).
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<H4><A name="WIN32.add_handler">void Fl::add_handler(int (*f)(int))</A></H4>
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<P>Installs a function to parse unrecognized messages sent to
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FLTK windows. If FLTK cannot figure out what to do with a
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message, it calls each of these functions (most recent first)
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until one of them returns non-zero. The argument passed to the
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functions is the FLTK event that was not handled or zero for
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unknown messages. If all the handlers return zero then FLTK
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calls <TT>DefWindowProc()</TT>.
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<H4><A name="WIN32.fl_xid">HWND fl_xid(const Fl_Window *)</A></H4>
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<P>Returns the window handle for a <TT>Fl_Window</TT>, or zero
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if not <TT>shown()</TT>.
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<H4><A name="WIN32.fl_find">Fl_Window *fl_find(HWND xid)</A></H4>
|
|
|
|
<P>Returns the <TT>Fl_Window</TT> that corresponds to the given
|
|
window handle, or <TT>NULL</TT> if not found. This function uses
|
|
a cache so it is slightly faster than iterating through the
|
|
windows yourself.
|
|
|
|
<H3>Drawing Things Using the WIN32 GDI</H3>
|
|
|
|
<P>When the virtual function <A
|
|
HREF="subclassing.html#draw"><TT>Fl_Widget::draw()</TT></A> is
|
|
called, FLTK stores all the silly extra arguments you need to
|
|
make a proper GDI call in some global variables:
|
|
|
|
<UL><PRE>
|
|
extern HINSTANCE fl_display;
|
|
extern HWND fl_window;
|
|
extern HDC fl_gc;
|
|
COLORREF fl_RGB();
|
|
HPEN fl_pen();
|
|
HBRUSH fl_brush();
|
|
</PRE></UL>
|
|
|
|
<P>These global variables are set before <TT>draw()</TT> is
|
|
called, or by <A
|
|
href="Fl_Window.html#Fl_Window.make_current"><TT>Fl_Window::make_current()</TT></A>.
|
|
You can refer to them when needed to produce GDI calls, but don't
|
|
attempt to change them. The functions return GDI objects for
|
|
the current color set by <TT>fl_color()</TT> and are created as
|
|
needed and cached. A typical GDI drawing call is written like
|
|
this:
|
|
|
|
<UL><PRE>
|
|
DrawSomething(fl_gc, ..., fl_brush());
|
|
</PRE></UL>
|
|
|
|
<P>It may also be useful to refer to <A
|
|
href="Fl_Window.html#Fl_Window.make_current"><TT>Fl_Window::current()</TT></A>
|
|
to get the window's size or position.
|
|
|
|
<H3>Setting the Icon of a Window</H3>
|
|
|
|
<P>FLTK currently supports setting a window's icon *before* it
|
|
is shown using the <TT>Fl_Window::icon()</TT> method.
|
|
|
|
<H4>void Fl_Window::icon(char *)</H4>
|
|
|
|
<P>Sets the icon for the window to the passed pointer. You will
|
|
need to cast the <TT>HICON</TT> handle to a <TT>char *</TT> when
|
|
calling this method. To set the icon using an icon resource
|
|
compiled with your application use:
|
|
|
|
<UL><PRE>
|
|
window->icon((char *)LoadIcon(fl_display, MAKEINTRESOURCE(IDI_ICON)));
|
|
</PRE></UL>
|
|
|
|
<P>You can also use the <TT>LoadImage()</TT> and related
|
|
functions to load specific resolutions or create the icon from
|
|
bitmap data.
|
|
|
|
<CENTER><TABLE WIDTH="90%" BORDER="1" CELLPADDING="5" CELLSPACING="0" BGCOLOR="#cccccc">
|
|
<TR>
|
|
<TD><B>NOTE:</B>
|
|
|
|
<P>You must call <A
|
|
HREF="Fl_Window.html#Fl_Window.show"><TT>Fl_Window::show(argc,
|
|
argv)</TT></A> for the icon to be used. The
|
|
<TT>Fl_Window::show()</TT> method does not bind the icon
|
|
to the window.
|
|
|
|
</TD>
|
|
</TR>
|
|
</TABLE></CENTER>
|
|
|
|
<H3>How to Not Get a MSDOS Console Window</H3>
|
|
|
|
<P>WIN32 has a really stupid mode switch stored in the
|
|
executables that controls whether or not to make a console
|
|
window.
|
|
|
|
<P>To always get a console window you simply create a console
|
|
application (the "/SUBSYSTEM:CONSOLE" option for the
|
|
linker). For a GUI-only application create a WIN32 application
|
|
(the "/SUBSYSTEM:WINDOWS" option for the linker).</P>
|
|
|
|
<P>FLTK includes a <TT>WinMain()</TT> function that calls the
|
|
ANSI standard <TT>main()</TT> entry point for you. <I>This
|
|
function creates a console window when you use the debug version
|
|
of the library.</I></P>
|
|
|
|
<P>WIN32 applications without a console cannot write to
|
|
<TT>stdout</TT> or <TT>stderr</TT>, even if they are run from a
|
|
console window. Any output is silently thrown away.
|
|
Additionally, WIN32 applications are run in the background by
|
|
the console, although you can use "start /wait program" to run
|
|
them in the foreground.</P>
|
|
|
|
<H3>Known WIN32 Bugs and Problems</H3>
|
|
|
|
<P>The following is a list of known bugs and problems in the WIN32
|
|
version of FLTK:
|
|
|
|
<UL>
|
|
|
|
<LI>If a program is deactivated, <TT>Fl::wait()</TT>
|
|
does not return until it is activated again, even though
|
|
many events are delivered to the program. This can cause
|
|
idle background processes to stop unexpectedly. This
|
|
also happens while the user is dragging or resizing
|
|
windows or otherwise holding the mouse down. We were
|
|
forced to remove most of the efficiency FLTK uses for
|
|
redrawing in order to get windows to update while being
|
|
moved. This is a design error in WIN32 and probably
|
|
impossible to get around.</LI>
|
|
|
|
<LI><TT>Fl_Gl_Window::can_do_overlay()</TT> returns true
|
|
until the first time it attempts to draw an overlay, and
|
|
then correctly returns whether or not there is overlay
|
|
hardware.</LI>
|
|
|
|
<LI>Cut text contains ^J rather than ^M^J to break
|
|
lines. This is a feature, not a bug. </LI>
|
|
|
|
<LI><TT>SetCapture</TT> (used by <TT>Fl::grab()</TT>)
|
|
doesn't work, and the main window title bar turns gray
|
|
while menus are popped up.</LI>
|
|
|
|
</UL>
|
|
|
|
<H2>The MacOS Interface</h2>
|
|
|
|
<P>FLTK supports MacOS 8.6, MacOS 9 and MacOS X using the Apple
|
|
Carbon library. When compiled with MPW or MetroWerks'
|
|
CodeWarrior, application binaries in CFM format will run on all
|
|
the above systems without changes. The OS X GNU (gcc) compiler,
|
|
however, creates Mach-O binaries which are not supported by
|
|
MacOS 9 and earlier.
|
|
|
|
<H4>WindowRef fl_xid(const Fl_Window *)</H4>
|
|
|
|
<P>Returns the window reference for an <tt>Fl_Window</tt>, or
|
|
<TT>NULL</TT> if the window has not been shown.
|
|
|
|
<h4>Fl_Window *fl_find(WindowRef xid)</h4>
|
|
|
|
<P>Returns the <tt>Fl_Window</tt> that corresponds to the give
|
|
window handle, or <TT>NULL</TT> if not found. FLTK windows that
|
|
are children of top-level windows share the WindowRef of the
|
|
top-level window.
|
|
|
|
<h3>Drawing Things Using QuickDraw</h3>
|
|
|
|
<P>When the virtual function <tt>Fl_Widget::draw()</tt> is
|
|
called, FLTK has prepared the Window and CGrafPort for drawing.
|
|
Clipping and offsets are prepared to allow correct subwindow
|
|
drawing.
|
|
|
|
<P>OS X doublebuffers all windows automatically. On OS X,
|
|
<tt>Fl_Window</tt> and <tt>Fl_Double_Window</tt> are handled
|
|
internally in the same way.
|
|
|
|
<h3>Mac File System Specifics</h3>
|
|
|
|
<h4>Resource Forks</h4>
|
|
|
|
<P>FLTK does not access the resource fork of an application.
|
|
However, a minimal resource fork must be created for OS 8 and OS
|
|
X applications
|
|
|
|
<br><br>Caution: when using Unix commands to copy or move executables,
|
|
OS X will NOT copy any resource forks! For copying and moving use CpMac
|
|
and MvMac respectively. For creating a tar archive, all executables
|
|
need to be stripped from their Resource Fork before packing (DeRez fluid >fluid.r).
|
|
After unpacking the Resource Fok needs to be reattached (Rez fluid.r -o fluid).
|
|
|
|
<br><br>It is advisable to use the Finder for moving and copying and Mac archiving
|
|
tools like Sit for distribution as they will handle the Resource Fork correctly.
|
|
|
|
<h4>Mac File Paths</h4>
|
|
|
|
<P>FLTK uses UNIX-style filenames and paths.
|
|
|
|
<H3>Known MacOS Bugs and Problems</H3>
|
|
|
|
<P>The following is a list of known bugs and problems in the MacOS
|
|
version of FLTK:
|
|
|
|
<UL>
|
|
|
|
<LI>Line styles are not well supported. This is due to
|
|
limitations in the QuickDraw interface.</LI>
|
|
|
|
</UL>
|
|
|
|
</BODY>
|
|
</HTML>
|