0e6e2393bf
Fl_Browser_ docos finished. Added Fl_Group::init_sizes() description. Added links for common widgets in chapter 3 (?) Fixed formatting problems in subclassing and FLUID chapters. git-svn-id: file:///fltk/svn/fltk/branches/branch-1.0@1100 ea41ed52-d2ee-0310-a9c1-e6b18d33e121
475 lines
26 KiB
HTML
475 lines
26 KiB
HTML
<HTML><BODY>
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<H1><A NAME=drawing>5 - Drawing Things in FLTK</A></H1>
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This chapter covers the drawing functions that are provided with FLTK.
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<H2>When Can You Draw Things in FLTK?</H2>
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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
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behavior!
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<UL>
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<LI>The most common is inside the virtual method <A href=#draw><TT>
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Fl_Widget::draw()</TT></A>. To write code here, you must subclass one
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of the existing <TT>Fl_Widget</TT> classes and implement your own
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version of <TT>draw()</TT>. </LI>
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<LI>You can also write <A href=common.html#boxtypes>boxtypes</A> and <A href=#labeltypes>
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labeltypes</A>. These are small procedures that can be called by
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existing <TT>Fl_Widget::draw()</TT> methods. These "types" are
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identified by an 8-bit index that is stored in the widget's <TT>box()</TT>
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, <TT>labeltype()</TT>, and possibly other properties. </LI>
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<LI>You can call <A href=Fl_Window.html#Fl_Window.make_current><TT>
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Fl_Window::make_current()</TT></A> to do incremental update of a
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widget. Use <A href=Fl_Widget.html#Fl_Widget.window><TT>
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Fl_Widget::window()</TT></A> to find the window.</LI>
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</UL>
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<H2>FLTK Drawing Functions</H2>
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To use the drawing functions you must first include the <TT>
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<FL/fl_draw.H></TT> header file. FLTK provides the following types of
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drawing functions:
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<UL>
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<LI><A href=#clipping>Clipping</A></LI>
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<LI><A href=#colors>Colors</A></LI>
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<LI><A href=#fast>Fast Shapes</A></LI>
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<LI><A href=#complex>Complex Shapes</A></LI>
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<LI><A href=#text>Text</A></LI>
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<LI><A href=#images>Images</A></LI>
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<LI><A href=#overlay>Overlay</A></LI>
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</UL>
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<H3><A name=clipping>Clipping</A></H3>
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You can limit all your drawing to a rectangular region by calling <TT>
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fl_clip</TT>, and put the drawings back by using <TT>fl_pop_clip</TT>.
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This rectangle is measured in pixels (it is unaffected by the current
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transformation matrix).
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<P>In addition, the system may provide clipping when updating windows,
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this clip region may be more complex than a simple rectangle. </P>
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<H4>void fl_push_clip(int x, int y, int w, int h)</H4>
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Intersect the current clip region with a rectangle and push this new
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region onto the stack.
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<H4>void fl_push_no_clip()</H4>
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Pushes an empty clip region on the stack so nothing will be clipped.
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<H4>void fl_pop_clip()</H4>
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Restore the previous clip region. <I>You must call <TT>fl_pop_clip()</TT>
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once for every time you call <TT>fl_clip()</TT>. If you return to
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FLTK with the clip stack not empty unpredictable results occur.</I>
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<H4>int fl_not_clipped(int x, int y, int w, int h)</H4>
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Returns true if any of the rectangle intersects the current clip
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region. If this returns false you don't have to draw the object. <I>
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Under X this returns 2 if the rectangle is partially clipped, and 1 if
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it is entirely inside the clip region</I>.
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<H4>int fl_clip_box(int x, int y, int w, int h, int &X, int &Y, int &W,
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int &H)</H4>
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Intersect the rectangle <TT>x,y,w,h</TT> with the current clip region
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and returns the bounding box of the result in <TT>X,Y,W,H</TT>.
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Returns non-zero if the resulting rectangle is different than the
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original. This can be used to limit the necessary drawing to a
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rectangle. <TT>W</TT> and <TT>H</TT> are set to zero if the rectangle
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is completely outside the region.
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<H3><A name=colors>Colors</A></H3>
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<H4>void fl_color(Fl_Color)</H4>
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Set the color for all subsequent drawing operations. <TT>Fl_Color</TT>
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is an enumeration type, and all values are in the range 0-255. This
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is <I>not</I> the X or WIN32 pixel, it is an index into an internal
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table! The table provides several general colors, a 24-entry gray
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ramp, and a 5x8x5 color cube. All of these are named with
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symbols in <A href=enumerations.html#colors>
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<TT><FL/Enumerations.H></TT></A>.
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<P>For colormapped displays, a color cell will be allocated out of <TT>
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fl_colormap</TT> the first time you use a color. If the colormap fills
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up then a least-squares algorithm is used to find the closest color. </P>
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<H4>Fl_Color fl_color()</H4>
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Returns the last <TT>fl_color()</TT> that was set. This can be used
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for state save/restore.
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<H4>void fl_color(uchar r, uchar g, uchar b)</H4>
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Set the color for all subsequent drawing operations. The closest
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possible match to the RGB color is used. The RGB color is used
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directly on TrueColor displays. For colormap visuals the nearest index
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in the gray ramp or color cube is used.
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<H3><A name=fast>Fast Shapes</A></H3>
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These are used to draw almost all the FLTK widgets. They draw on
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exact pixel boundaries and are as fast as possible, and their behavior
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will be duplicated exactly on any platform FLTK is ported to. It is
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undefined whether these are affected by the <A href=#complex_shapes>
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transformation matrix</A>, so you should only call these while it is
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the identity.
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<H4>void fl_point(int x, int y)</H4>
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Draw a single pixel at the given coordinates.
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<H4>void fl_rectf(int x, int y, int w, int h)</H4>
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Color a rectangle that exactly fills the given bounding box.
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<H4>void fl_rectf(int x, int y, int w, int h, uchar r, uchar g, uchar b)</H4>
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Color a rectangle with "exactly" the passed <TT>r,g,b</TT> color. On
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screens with less than 24 bits of color this is done by drawing a
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solid-colored block using <A href=#fl_draw_image><TT>fl_draw_image()</TT>
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</A> so that dithering is produced.
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<H4>void fl_rect(int x, int y, int w, int h)</H4>
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Draw a 1-pixel border <I>inside</I> this bounding box.
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<H4>void fl_line(int x, int y, int x1, int y1)
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<BR> void fl_line(int x, int y, int x1, int y1, int x2, int y2)</H4>
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Draw one or two 1-pixel thick lines between the given points.
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<H4>void fl_loop(int x, int y, int x1, int y1, int x2, int y2)
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<BR> void fl_loop(int x, int y, int x1, int y1, int x2, int y2, int x3,
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int y3)</H4>
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Outline a 3 or 4-sided polygon with 1-pixel thick lines.
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<H4>void fl_polygon(int x, int y, int x1, int y1, int x2, int y2)
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<BR> void fl_polygon(int x, int y, int x1, int y1, int x2, int y2, int
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x3, int y3)</H4>
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Fill a 3 or 4-sided polygon. The polygon must be convex.
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<H4>void fl_xyline(int x, int y, int x1, int y1)
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<BR> void fl_xyline(int x, int y, int x1, int y1, int x2)
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<BR> void fl_xyline(int x, int y, int x1, int y1, int x2, int y3)</H4>
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Draw 1-pixel wide horizontal and vertical lines. A horizontal line is
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drawn first, then a vertical, then a horizontal.
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<H4>void fl_yxline(int x, int y, int y1)
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<BR> void fl_yxline(int x, int y, int y1, int x2)
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<BR> void fl_yxline(int x, int y, int y1, int x2, int y3)</H4>
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Draw 1-pixel wide vertical and horizontal lines. A vertical line is
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drawn first, then a horizontal, then a vertical.
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<H4>void fl_arc(int x, int y, int w, int h, double a1, double a2)
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<BR> void fl_pie(int x, int y, int w, int h, double a1, double a2)</H4>
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High-speed ellipse sections. These functions match the rather limited
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circle drawing code provided by X and WIN32. The advantage over
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using <A href=#fl_arc><TT>fl_arc</TT></A> is that they are faster
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because they often use the hardware, and they draw much nicer small
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circles, since the small sizes are often hard-coded bitmaps.
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<P>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>. </P>
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<P><TT>fl_arc()</TT> draws a 1-pixel thick line (notice this has a
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different number of arguments than the <A href=#fl_arc><TT>fl_arc()</TT></A>
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described below. </P>
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<P><TT>fl_pie()</TT> draws a filled-in pie slice. This slice may
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extend outside the line drawn by <TT>fl_arc</TT>, to avoid this use <TT>
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w - 1</TT> and <TT>h - 1</TT>. </P>
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<H3><A name=complex>Complex Shapes</A></H3>
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These functions let you draw arbitrary shapes with 2-D linear
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transformations. The functionality matches that found in Adobe®
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PostScript<SUP>TM</SUP>. The exact pixels that are filled is less defined
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than for the previous calls so that FLTK can take advantage of drawing
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hardware. On both X and WIN32 the transformed vertices are rounded to integers before
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drawing the line segments: this severely limits the accuracy of these
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functions for complex graphics, so use OpenGL when greater accuracy
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and/or performance is required.
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<H4>void fl_push_matrix()
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<BR> void fl_pop_matrix()</H4>
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Save and restore the current transformation. The maximum depth of the
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stack is 4.
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<H4>void fl_scale(float x, float y)
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<BR> void fl_scale(float x)
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<BR> void fl_translate(float x, float y)
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<BR> void fl_rotate(float d)
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<BR> void fl_mult_matrix(float a, float b, float c, float d, float
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x, float y)</H4>
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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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<H4>void fl_begin_line()
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<BR> void fl_end_line()</H4>
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Start and end drawing 1-pixel thick lines.
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<H4>void fl_begin_loop()
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<BR> void fl_end_loop()</H4>
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Start and end drawing a closed sequence of 1-pixel thick lines.
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<H4>void fl_begin_polygon()
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<BR> void fl_end_polygon()</H4>
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Start and end drawing a convex filled polygon.
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<H4>void fl_begin_complex_polygon()
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<BR> void fl_gap()
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<BR> void fl_end_complex_polygon()</H4>
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Start and end drawing a complex filled polygon. This polygon may be
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concave, may have holes in it, or may be several disconnected pieces.
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Call <TT>fl_gap()</TT> to seperate loops of the path (it is unnecessary
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but harmless to call <TT>fl_gap()</TT> before the first vertex, after
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the last one, or several times in a row). For portability, you should
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only draw polygons that appear the same whether "even/odd" or
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"non-zero" winding rules are used to fill them. This mostly means that
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holes should be drawn in the opposite direction of the outside.
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<P><TT>fl_gap()</TT> should only be called between <TT>
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fl_begin_complex_polygon()</TT> and <TT>fl_end_complex_polygon()</TT>.
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To outline the polygon, use <TT>fl_begin_loop()</TT> and replace each <TT>
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fl_gap()</TT> with <TT>fl_end_loop();fl_begin_loop()<TT>. </TT></TT></P>
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<H4>void fl_vertex(float x, float y)</H4>
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Add a single vertex to the current path.
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<H4>void fl_curve(float x, float y, float x1, float y1, float x2, float
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y2, float x3, float y3)</H4>
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Add a series of points on a Bezier curve to the path. The curve ends
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(and two of the points) are at <TT>x,y</TT> and <TT>x3,y3</TT>.
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<H4>void fl_arc(float x, float y, float r, float start, float end)</H4>
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Add a series of points to the current path on the arc of a circle (you
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can get elliptical paths by using scale and rotate before calling
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this). <TT>x,y</TT> are the center of the circle, and <TT>r</TT> is its
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radius. <TT>fl_arc()</TT> takes <TT>start</TT> and <TT>end</TT> angles
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that are measured in degrees counter-clockwise from 3 o'clock. If <TT>
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end</TT> is less than <TT>start</TT> then it draws the arc in a
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clockwise direction.
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<H4>void fl_circle(float x, float y, float r)</H4>
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<TT>fl_circle()</TT> is equivalent to <TT>fl_arc(...,0,360)</TT> but
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may be faster. It must be the <I>only</I> thing in the path: if you
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want a circle as part of a complex polygon you must use <TT>fl_arc()</TT>
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. <I>This draws incorrectly if the transformation is both rotated and
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non-square scaled.</I>
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<H3><A name=text>Text</A></H3>
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All text is drawn in the <A href=#fl_font>current font</A>. It is
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undefined whether this location or the characters are modified by the
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current transformation.
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<H4>void fl_draw(const char *, float x, float y)
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<BR> void fl_draw(const char *, int n, float x, float y)</H4>
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Draw a nul-terminated string or an array of <TT>n</TT> characters
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starting at the given location.
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<H4>void fl_draw(const char *, int x, int y, int w, int h, Fl_Align)</H4>
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Fancy string drawing function which is used to draw all the labels.
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The string is formatted and aligned inside the passed box. Handles
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'\t' and '\n', expands all other control characters to ^X, and aligns
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inside or against the edges of the box. See <A href=Fl_Widget.html#Fl_Widget.align>
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<TT>Fl_Widget::align()</TT></A> for values for <TT>align</TT>. The
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value <TT>FL_ALIGN_INSIDE</TT> is ignored, as this function always
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prints inside the box.
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<H4>void fl_measure(const char *, int &w, int &h)</H4>
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Measure how wide and tall the string will be when printed by the <TT>
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fl_draw(...align)</TT> function. If the incoming <TT>w</TT> is
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non-zero it will wrap to that width.
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<H4>int fl_height()</H4>
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Recommended minimum line spacing for the current font. You can also
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just use the value of <TT>size</TT> passed to <A href=#fl_font><TT>
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fl_font()</TT></A>.
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<H4>int fl_descent()</H4>
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Recommended distance above the bottom of a <TT>fl_height()</TT> tall
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box to draw the text at so it looks centered vertically in that box.
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<H4>float fl_width(const char*)
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<BR> float fl_width(const char*, int n)
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<BR> float fl_width(uchar)</H4>
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Return the pixel width of a nul-terminated string, a sequence of <TT>n</TT>
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characters, or a single character in the current font.
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<H4>const char *fl_shortcut_label(ulong)</H4>
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Unparse a shortcut value as used by <A href=Fl_Button.html#Fl_Button.shortcut>
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<TT>Fl_Button</TT></A> or <A href=Fl_Menu_Item.html#Fl_Menu_Item><TT>
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Fl_Menu_Item</TT></A> into a human-readable string like "Alt+N". This
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only works if the shortcut is a character key or a numbered function
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key. If the shortcut is zero an empty string is returned. The return
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value points at a static buffer that is overwritten with each call.
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<H3><A name=fonts>Fonts</A></H3>
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<H4><A name=fl_font>void fl_font(int face, int size)</A></H4>
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Set the current font, which is then used by the routines described
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above. You may call this outside a draw context if necessary to call <TT>
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fl_width()</TT>, but on X this will open the display.
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<P>The font is identified by a <TT>face</TT> and a <TT>size</TT>. The
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size of the font is measured in <TT>pixels</TT> (not "points"). Lines
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should be spaced <TT>size</TT> pixels apart (or more). </P>
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<P>The <TT>face</TT> is an index into an internal table. Initially
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only the first 16 faces are filled in. There are symbolic names for
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them: <TT>FL_HELVETICA</TT>, <TT>FL_TIMES</TT>, <TT>FL_COURIER</TT>,
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and modifier values <TT>FL_BOLD</TT> and <TT>FL_ITALIC</TT> which can
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be added to these, and <TT>FL_SYMBOL</TT> and <TT>FL_ZAPF_DINGBATS</TT>
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. Faces greater than 255 cannot be used in <TT>Fl_Widget</TT> labels,
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since it stores the index as a byte. </P>
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<H4>int fl_font()
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<BR> int fl_size()</H4>
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Returns the face and size set by the most recent call to <TT>
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fl_font(a,b)</TT>. This can be used to save/restore the font.
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<H3><A name=overlay>Overlays</A></H3>
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<H4>void fl_overlay_rect(int x, int y, int w, int h)
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<BR> void fl_overlay_clear()</H4>
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These functions allow you to draw interactive selection rectangles
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without using the overlay hardware. FLTK will XOR a single rectangle
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outline over a window. Calling this will erase any previous rectangle
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(by XOR'ing it), and then draw the new one. Calling <TT>
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fl_overlay_clear()</TT> will erase the rectangle without drawing a new
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one.
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<P>Using this is tricky. You should make a widget with both a <TT>
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handle()</TT> and <TT>draw()</TT> method. <TT>draw()</TT> should call <TT>
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fl_overlay_clear()</TT> before doing anything else. Your <TT>handle()</TT>
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method should call <TT>window()->make_current()</TT> and then <TT>
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fl_overlay_rect()</TT> after <TT>FL_DRAG</TT> events, and should call <TT>
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fl_overlay_clear()</TT> after a <TT>FL_RELEASE</TT> event. </P>
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<H2><A name=images>Images</A></H2>
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To draw images, you can either do it directly from data in your
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memory, or you can create <A href=#Fl_Bitmap><TT>Fl_Bitmap</TT></A>, <A href=#Fl_Image>
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<TT>Fl_Image</TT></A>, or <A href=#Fl_Pixmap><TT>Fl_Pixmap</TT></A>
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objects. The advantage of drawing directly is that it is more
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intuitive, and it is faster if the image data changes more often than
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it is redrawn. The advantage of using the object is that FLTK will
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cache translated forms of the image (on X it uses a server pixmap) and
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thus redrawing is <I>much</I> faster.
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<H3>Direct Image Drawing</H3>
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It is undefined whether the location or drawing of the image is
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affected by the current transformation, so you should only call these
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when it is the identity.
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<H4>void fl_draw_image(const uchar *, int X, int Y, int W, int H, int D
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= 3, int LD = 0)
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<BR> void fl_draw_image_mono(const uchar *, int X, int Y, int W, int H,
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int D = 1, int LD = 0)</H4>
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Draw an 8-bit per color RGB or luminance image. The pointer points at
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the "r" data of the top-left pixel. Data must be in <TT>r,g,b</TT>
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order. <TT>X,Y</TT> are where to put the top-left corner. <TT>W</TT>
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and <TT>H</TT> define the size of the image. <TT>D</TT> is the delta
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to add to the pointer between pixels, it may be any value greater or
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equal to <TT>3</TT>, or it can be negative to flip the image
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horizontally. <TT>LD</TT> is the delta to add to the pointer between
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lines (if 0 is passed it uses <TT>W * D</TT>), and may be larger than <TT>
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W * D</TT> to crop data, or negative to flip the image vertically.
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<P>It is highly recommended that you put the following code before the
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first <TT>show()</TT> of <I>any</I> window in your program to get rid
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of the dithering if possible: </P>
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<UL>
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<PRE>
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Fl::visual(FL_RGB);
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</PRE>
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</UL>
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Gray scale (1-channel) images may be drawn. This is done if <TT>abs(D)</TT>
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is less than 3, or by calling <TT>fl_draw_image_mono()</TT>. Only one
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8-bit sample is used for each pixel, and on screens with different
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numbers of bits for red, green, and blue only gray colors are used.
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Setting <TT>D</TT> greater than 1 will let you display one channel of
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a color image.
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<P><I>The X version does not support all possible visuals.</I> If FLTK
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cannot draw the image in the current visual it will abort. FLTK
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supports any visual of 8 bits or less, and all common TrueColor visuals
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up to 32 bits. </P>
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<H4>typedef void (*fl_draw_image_cb)(void *, int x, int y, int w, uchar
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*)
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<BR> void fl_draw_image(fl_draw_image_cb, void *, int X, int Y, int W,
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int H, int D = 3)
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<BR> void fl_draw_image_mono(fl_draw_image_cb, void *, int X, int Y,
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int W, int H, int D = 1)</H4>
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Call the passed function to provide each scan line of the image. This
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lets you generate the image as it is being drawn, or do arbitrary
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decompression of stored data (provided it can be decompressed to
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individual scan lines easily).
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<P>The callback is called with the <TT>void *</TT> user data pointer
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(this can be used to point at a structure of information about the
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image), and the <TT>x</TT>, <TT>y</TT>, and <TT>w</TT> of the scan line
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desired from the image. 0,0 is the upper-left corner (<I>not <TT>X,Y</TT>
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</I>). A pointer to a buffer to put the data into is passed. You must
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copy <TT>w</TT> pixels from scanline <TT>y</TT>, starting at pixel <TT>x</TT>
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, to this buffer. </P>
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<P>Due to cropping, less than the whole image may be requested. So <TT>
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x</TT> may be greater than zero, the first <TT>y</TT> may be greater
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than zero, and <TT>w</TT> may be less than <TT>W</TT>. The buffer is
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long enough to store the entire <TT>W * D</TT> pixels, this is for
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convienence with some decompression schemes where you must decompress
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the entire line at once: decompress it into the buffer, and then if <TT>
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x</TT> is not zero, copy the data over so the <TT>x</TT>'th pixel is at
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the start of the buffer. </P>
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<P>You can assume the <TT>y</TT>'s will be consecutive, except the
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first one may be greater than zero. </P>
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<P>If <TT>D</TT> is 4 or more, you must fill in the unused bytes with
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zero. </P>
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<H4>int fl_draw_pixmap(char **data, int X, int Y, Fl_Color = FL_GRAY)</H4>
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Draws XPM image data, with the top-left corner at the given position.
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The image is dithered on 8-bit displays so you won't lose color space
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for programs displaying both images and pixmaps. This function returns
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zero if there was any error decoding the XPM data.
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<P>To use an XPM, do: </P>
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<UL>
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<PRE>
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#include "foo.xpm"
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...
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fl_draw_pixmap(foo, X, Y);
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</PRE>
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</UL>
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In the current version the XPM data is converted to 24-bit RGB color
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and passed through <TT>fl_draw_image()</TT>. This is obviously not the
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most efficient way to do it, and has the same visual limitations as
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listed above for <TT>fl_draw_image()</TT>. Transparent colors are
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replaced by the optional <TT>Fl_Color</TT> argument (this may change in
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the future).
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<H4>int fl_measure_pixmap(char **data, int &w, int &h)</H4>
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An XPM image contains the dimensions in its data. This function finds
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and returns the width and height. The return value is non-zero if it
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parsed the dimensions ok, and zero if there is any problem.
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<H3><A name=Fl_Bitmap>class Fl_Bitmap</A></H3>
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This object encapsulates the width, height, and bits of an X bitmap
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(XBM), and allows you to make an <TT>Fl_Widget</TT> use a bitmap as a
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label, or to just draw the bitmap directly. Under X it will create an
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offscreen pixmap the first time it is drawn, and copy this each
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subsequent time it is drawn.
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<H4>Fl_Bitmap(const char *bits, int W, int H)
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<BR> Fl_Bitmap(const uchar *bits, int W, int H)</H4>
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Construct using an X bitmap. The bits pointer is simply copied to the
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object, so it must point at persistent storage. The two constructors
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are provided because various X implementations disagree about the type
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of bitmap data. To use an XBM file use:
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<UL>
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<PRE>
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#include "foo.xbm"
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...
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Fl_Bitmap bitmap = new Fl_Bitmap(foo_bits, foo_width, foo_height);
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</PRE>
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</UL>
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<H4>~Fl_Bitmap()</H4>
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The destructor will destroy any X pixmap created. It does not do
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anything to the bits data.
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<H4>void draw(int x, int y, int w, int h, int ox = 0, int oy = 0)</H4>
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<TT>x,y,w,h</TT> indicates a destination rectangle. <TT>ox,oy,w,h</TT>
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is a source rectangle. This source rectangle from the bitmap is drawn
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in the destination. 1 bits are drawn with the current color, 0 bits
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are unchanged. The source rectangle may extend outside the bitmap
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(i.e. <TT>ox</TT> and <TT>oy</TT> may be negative and <TT>w</TT> and <TT>
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h</TT> may be bigger than the bitmap) and this area is left unchanged.
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<H4>void draw(int x, int y)</H4>
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Draws the bitmap with the upper-left corner at <TT>x,y</TT>. This is
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the same as doing <TT>draw(x,y,this->w,this->h,0,0)</TT>.
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<H4>void label(Fl_Widget *)</H4>
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Change the <TT>label()</TT> and the <TT>labeltype()</TT> of the widget
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to draw the bitmap. 1 bits will be drawn with the <TT>labelcolor()</TT>
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, zero bits will be unchanged. You can use the same bitmap for many
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widgets.
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<H2><A name=Fl_Pixmap>class Fl_Pixmap</A></H2>
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This object encapsulates the data from an XPM image, and allows you to
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make an <TT>Fl_Widget</TT> use a pixmap as a label, or to just draw the
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pixmap directly. <I>Under X it will create an offscreen pixmap the
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first time it is drawn, and copy this each subsequent time it is drawn</I>
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.
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<P>The current implementation converts the pixmap to 24-bit RGB data
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and uses <A href=#fl_draw_image><TT>fl_draw_image()</TT></A> to draw
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it. Thus you will get dithered colors on an 8 bit screen. </P>
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<H4>Fl_Pixmap(char *const* data)</H4>
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Construct using XPM data. The data pointer is simply copied to the
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object, so it must point at persistent storage. To use an XPM file do:
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<UL>
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<PRE>
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#include <FL/Fl_Pixmap.H>
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#include "foo.xpm"
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...
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Fl_Pixmap pixmap = new Fl_Pixmap(foo);
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</PRE>
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</UL>
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<H4>~Fl_Pixmap()</H4>
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The destructor will destroy any X pixmap created. It does not do
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anything to the data.
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<H4>void draw(int x, int y, int w, int h, int ox = 0, int oy = 0)</H4>
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<TT>x,y,w,h</TT> indicates a destination rectangle. <TT>ox,oy,w,h</TT>
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is a source rectangle. This source rectangle is copied to the
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destination. The source rectangle may extend outside the pixmap (i.e. <TT>
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ox</TT> and <TT>oy</TT> may be negative and <TT>w</TT> and <TT>h</TT>
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may be bigger than the pixmap) and this area is left unchanged.
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<H4>void draw(int x, int y)</H4>
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Draws the image with the upper-left corner at <TT>x,y</TT>. This is
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the same as doing <TT>draw(x,y,this->w,this->h,0,0)</TT>.
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<H4>void label(Fl_Widget *)</H4>
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Change the <TT>label()</TT> and the <TT>labeltype()</TT> of the widget
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to draw the pixmap. You can use the same pixmap for many widgets.
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<H3><A name=Fl_Image>class Fl_Image</A></H3>
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This object encapsulates a full-color RGB image, and allows you to
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make an <TT>Fl_Widget</TT> use an image as a label, or to just draw the
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image directly. <I>Under X it will create an offscreen pixmap the first
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time it is drawn, and copy this each subsequent time it is drawn</I>.
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<H4>Fl_Image(const uchar *data, int W, int H, int D = 3, int LD = 0)</H4>
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Construct using a pointer to RGB data. <TT>W</TT> and <TT>H</TT> are
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the size of the image in pixels. <TT>D</TT> is the delta between pixels
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(it may be more than 3 to skip alpha or other data, or negative to flip
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the image left/right). <TT>LD</TT> is the delta between lines (it may
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be more than <TT>D * W</TT> to crop images, or negative to flip the
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image vertically). The data pointer is simply copied to the object, so
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it must point at persistent storage.
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<H4>~Fl_Image()</H4>
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The destructor will destroy any X pixmap created. It does not do
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anything to the data.
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<H4>void draw(int x, int y, int w, int h, int ox = 0, int oy = 0)</H4>
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<TT>x,y,w,h</TT> indicates a destination rectangle. <TT>ox,oy,w,h</TT>
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is a source rectangle. This source rectangle is copied to the
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destination. The source rectangle may extend outside the image (i.e. <TT>
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ox</TT> and <TT>oy</TT> may be negative and <TT>w</TT> and <TT>h</TT>
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may be bigger than the image) and this area is left unchanged.
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<H4>void draw(int x, int y)</H4>
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Draws the image with the upper-left corner at <TT>x,y</TT>. This is
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the same as doing <TT>draw(x,y,this->w,this->h,0,0)</TT>.
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<H4>void label(Fl_Widget *)</H4>
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Change the <TT>label()</TT> and the <TT>labeltype()</TT> of the widget
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to draw the image. You can use the same image for many widgets. </BODY></HTML>
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