fltk/documentation/drawing.html
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<H1>5 - Drawing Things in FLTK</H1>
This chapter covers the drawing functions that are provided with FLTK.
<h2>When Can You Draw Things in FLTK?</h2>
There are only certain places you can execute drawing code in FLTK.
Calling these functions at other places will result in undefined
behavior!
<ul>
<li>The most common is inside the virtual method <a
href="#draw"><tt>Fl_Widget::draw()</tt></a>. To write code
here, you must subclass one of the existing <tt>Fl_Widget</tt>
classes and implement your own version of <tt>draw()</tt>.
<li>You can also write <a href="#boxtypes">boxtypes</a> and <a
href="#labeltypes">labeltypes</a>. These are small procedures
that can be called by existing <tt>Fl_Widget</tt>
<tt>draw()</tt> methods. These "types" are identified by an
8-bit index that is stored in the widget's <tt>box()</tt>,
<tt>labeltype()</tt>, and possibly other properties.
<li>You can call <a
href="#Fl_Window.make_current"><tt>Fl_Window::make_current()</tt></a>
to do incremental update of a widget. Use <a
href="#Fl_Widget.window"><tt>Fl_Widget::window()</tt></a> to
find the window. <i>Under X this only works for the base
<tt>Fl_Window</tt> class, not for double buffered, overlay, or
OpenGL windows!</i>
</ul>
<h2>FLTK Drawing Functions</h2>
To use the drawing functions you must first include the
<tt>&lt;FL/fl_draw.H></tt> header file. FLTK provides the following types
of drawing functions:
<ul>
<li><a href="#clipping">Clipping</a>
<li><a href="#color">Colors</a>
<li><a href="#fast">Fast Shapes</a>
<li><a href="#vertex">Complex Shapes</a>
<li><a href="#text">Text</a>
<li><a href="#images">Images</a>
<li><a href="#cursor">Cursor</a>
<li><a href="#overlay">Overlay</a>
</ul>
<h3><a name="clipping">Clipping</a></h3>
You can limit all your drawing to a rectangular region by calling
<tt>fl_clip</tt>, and put the drawings back by using
<tt>fl_pop_clip</tt>. This rectangle is measured in pixels (it is
unaffected by the current transformation matrix).
<p>In addition, the system may provide clipping when updating windows,
this clip region may be more complex than a simple rectangle.
<h4>void fl_clip(int x, int y, int w, int h)</h4>
Intersect the current clip region with a rectangle and push this new
region onto the stack.
<h4>void fl_pop_clip()</h4>
Restore the previous clip region. <i>You must call
<tt>fl_pop_clip()</tt> once for every time you call
<tt>fl_clip()</tt>. If you return to FLTK with the clip stack not
empty unpredictable results occur.</i>
<h4>int fl_not_clipped(int x, int y, int w, int h)</h4>
Returns true if any of the rectangle intersects the current clip
region. If this returns false you don't have to draw the object.
<i>Under X this returns 2 if the rectangle is partially clipped, and 1
if it is entirely inside the clip region</i>.
<h4>int fl_clip_box(int x, int y, int w, int h, int &amp;X, int &amp;Y, int &amp;W, int &amp;H)</h4>
Intersect the rectangle <tt>x,y,w,h</tt> with the current clip region
and returns the bounding box of the result in <tt>X,Y,W,H</tt>.
Returns non-zero if the resulting rectangle is different than the
original. This can be used to limit the necessary drawing to a
rectangle. <tt>W</tt> and <tt>H</tt> are set to zero if the rectangle
is completely outside the region.
<h3><a name="colors">Colors</a></h3>
<h4>void fl_color(Fl_Color)</h4>
Set the color for all subsequent drawing operations. <tt>Fl_Color</tt>
is an enumeration type, and all values are in the range 0-255. This is
<i>not</i> the X or WIN32 pixel, it is an index into an internal
table! The table provides several general colors, a 24-entry gray
ramp, and a 5x8x5 color cube. All of these are named with
poorly-documented symbols in <a
href=#enumerations><tt>&lt;FL/Enumerations.H></tt></a>.
<p>For colormapped displays, a color cell will be allocated out of
<tt>fl_colormap</tt> the first time you use a color. If the colormap
fills up then a least-squares algorithm is used to find the closest
color.</i>
<h4>Fl_Color fl_color()</h4>
Returns the last <tt>fl_color()</tt> that was set. This can be used for state
save/restore.
<h4>void fl_color(uchar r, uchar g, uchar b)</h4>
Set the color for all subsequent drawing operations. The closest
possible match to the RGB color is used. The RGB color is used
directly on TrueColor displays. For colormap visuals the nearest index
in the gray ramp or color cube is used.
<h3><a name="fast_shapes">Fast Shapes</a></h3>
These are used to draw almost all the FLTK widgets. They draw on exact
pixel boundaries and are as fast as possible, and their behavior will
be duplicated exactly on any platform FLTK is ported to. It is
undefined whether these are affected by the <a
href="#complex_shapes">transformation matrix</a>, so you should only call these
while it is the identity.
<h4>void fl_rectf(int x, int y, int w, int h)</h4>
Color a rectangle that exactly fills the given bounding box.
<h4>void fl_rectf(int x, int y, int w, int h, uchar r, uchar g, uchar b)</h4>
Color a rectangle with "exactly" the passed <tt>r,g,b</tt> color. On
screens with less than 24 bits of color this is done by drawing a
solid-colored block using <a
href="#fl_draw_image"><tt>fl_draw_image()</tt></a> so that dithering is
produced.
<h4>void fl_rect(int x, int y, int w, int h)</h4>
Draw a 1-pixel border <i>inside</i> this bounding box.
<h4>void fl_line(int x, int y, int x1, int y1)<br>
void fl_line(int x, int y, int x1, int y1, int x2, int y2)</h4>
Draw one or two 1-pixel thick lines between the given points.
<h4>void fl_loop(int x, int y, int x1, int y1, int x2, int y2)<br>
void fl_loop(int x, int y, int x1, int y1, int x2, int y2, int x3, int y3)</h4>
Outline a 3 or 4-sided polygon with 1-pixel thick lines.
<h4>void fl_polygon(int x, int y, int x1, int y1, int x2, int y2)<br>
void fl_polygon(int x, int y, int x1, int y1, int x2, int y2, int x3, int y3)</h4>
Fill a 3 or 4-sided polygon. The polygon must be convex.
<h4>void fl_xyline(int x, int y, int x1, int y1)<br>
void fl_xyline(int x, int y, int x1, int y1, int x2)<br>
void fl_xyline(int x, int y, int x1, int y1, int x2, int y3)</h4>
Draw 1-pixel wide horizontal and vertical lines. A horizontal line is
drawn first, then a vertical, then a horizontal.
<h4>void fl_yxline(int x, int y, int y1)<br>
void fl_yxline(int x, int y, int y1, int x2)<br>
void fl_yxline(int x, int y, int y1, int x2, int y3)</h4>
Draw 1-pixel wide vertical and horizontal lines. A vertical line is
drawn first, then a horizontal, then a vertical.
<h4>void fl_arc(int x, int y, int w, int h, double a1, double a2)<br>
void fl_pie(int x, int y, int w, int h, double a1, double a2)<br>
void fl_chord(int x, int y, int w, int h, double a1, double a2)</h4>
High-speed ellipse sections. These functions match the rather limited
circle drawing code provided by X and MSWindows. The advantage over
using <a href="#fl_arc"><tt>fl_arc</tt></a> is that they are faster
because they often use the hardware, and they draw much nicer small
circles, since the small sizes are often hard-coded bitmaps.
<p>If a complete circle is drawn it will fit inside the passed
bounding box. The two angles are measured in degrees counterclockwise
from 3'oclock and are the starting and ending angle of the arc, <tt>a2</tt>
must be greater or equal to <tt>a1</tt>.
<p><tt>fl_arc()</tt> draws a 1-pixel thick line (notice this has a different
number of arguments than the <a href="#fl_arc"><tt>fl_arc()</tt></a> described
below.
<p><tt>fl_pie()</tt> draws a filled-in pie slice. This slice may extend outside
the line drawn by <tt>fl_arc</tt>, to avoid this use <tt>w - 1</tt> and
<tt>h - 1</tt>.
<p><tt>fl_chord()</tt> is not yet implemented.
<h3><a name="complex_shapes">Complex Shapes</a></h3>
These functions let you draw arbitrary shapes with 2-D linear
transformations. The functionality matches that found in Adobe&reg;
PostScript<sup>TM</sup>. The exact pixels filled in is less defined
than for the above calls, so that FLTK can take advantage of drawing
hardware. The transformed vertices are rounded to integers before
drawing the line segments. This severely limits the accuracy of these
functions for complex graphics. Use OpenGL when greater accuracy
and/or performance is required.
<h4>void fl_push_matrix()<br>
void fl_pop_matrix()</h4>
Save and restore the current transformation. The maximum depth of the
stack is 4.
<h4>void fl_scale(float x, float y)<br>
void fl_scale(float x)<br>
void fl_translate(float x, float y)<br>
void fl_rotate(float d)<br>
void fl_mult_matrix(float a, float b, float c, float d, float x, float y)</h4>
Concatenate another transformation onto the current one. The rotation angle
is in degrees (not radians) and is counter-clockwise.
<h4>void fl_begin_line()<br>
void fl_end_line()</h4>
Start and end drawing 1-pixel thick lines.
<h4>void fl_begin_loop()<br>
void fl_end_loop()</h4>
Start and end drawing a closed sequence of 1-pixel thick lines.
<h4>void fl_begin_polygon()<br>
void fl_end_polygon()</h4>
Start and end drawing a convex filled polygon.
<h4>void fl_begin_complex_polygon()<br>
void fl_gap()<br>
void fl_end_complex_polygon()</h4>
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 <tt>fl_gap()</tt> to seperate loops of the path (it is unnecessary
but harmless to call <tt>fl_gap()</tt> before the first vertex, after
the last one, or several times in a row). For portability, you should
only draw polygons that appear the same whether "even/odd" or
"non-zero" winding rules are used to fill them. This mostly means that
holes should be drawn in the opposite direction of the outside.
<p><tt>fl_gap()</tt> should only be called between
<tt>fl_begin_complex_polygon()</tt> and
<tt>fl_end_complex_polygon()</tt>. To outline the polygon, use
<tt>fl_begin_loop()</tt> and replace each <tt>fl_gap()</tt> with
<tt>fl_end_loop();fl_begin_loop()<tt>.
<h4>void fl_vertex(float x, float y)</h4>
Add a single vertex to the current path.
<h4>void fl_curve(float x, float y, float x1, float y1, float x2, float y2, float x3, float y3)</h4>
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>.
<h4>void fl_arc(float x, float y, float r, float start, float end)</h4>
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
this). <tt>x,y</tt> are the center of the circle, and <tt>r</tt> is
its radius. <tt>fl_arc()</tt> 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.
<h4>void fl_circle(float x, float y, float r)</h4>
<tt>fl_circle()</tt> is equivalent to <tt>fl_arc(...,0,360)</tt> 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
<tt>fl_arc()</tt>. <i>This draws incorrectly if the transformation is
both rotated and non-square scaled.</i>
<h3><a name="text">Text</a></h3>
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.
<h4>void fl_draw(const char *, float x, float y)<br>
void fl_draw(const char *, int n, float x, float y)</h4>
Draw a nul-terminated string or an array of <tt>n</tt> characters
starting at the given location.
<h4>void fl_draw(const char *, int x, int y, int w, int h, Fl_Align)</h4>
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. See <a
href="#Fl_Widget.align"><tt>Fl_Widget::align()</tt></a> for values for
<tt>align</tt>. The value <tt>FL_ALIGN_INSIDE</tt> is ignored, as this
function always prints inside the box.
<h4>void fl_measure(const char *, int &amp;w, int &amp;h)</h4>
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.
<h4>int fl_height()</h4>
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>.
<h4>int fl_descent()</h4>
Recommended distance above the bottom of a <tt>fl_height()</tt> tall
box to draw the text at so it looks centered vertically in that box.
<h4>float fl_width(const char*)<br>
float fl_width(const char*, int n)<br>
float fl_width(uchar)</h4>
Return the width of a nul-terminated string, a sequence of <tt>n</tt>
characters, or a single character.
<h4>const char *fl_shortcut_label(ulong)</h4>
Unparse a shortcut value as used by <a
href="#Fl_Button.shortcut"><tt>Fl_Button</tt></a> or <a
href="#Fl_Menu_Item"><tt>Fl_Menu_Item</tt></a> 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.
<h3><a name="fonts">Fonts</a></h3>
<h4><a name="fl_font">void fl_font(int face, int size)</a></h4>
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
<tt>fl_width()</tt>, but on X this will open the display.
<p>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> (i.e. it is not
"resolution [in]dependent"). Lines should be spaced <tt>size</tt>
pixels apart (or more).
<p>The <tt>face</tt> is an index into an internal table. Initially
only the first 16 faces are filled in. There are symbolic names for
them: <tt>FL_HELVETICA</tt>, <tt>FL_TIMES</tt>, <tt>FL_COURIER</tt>,
and modifier values <tt>FL_BOLD</tt> and <tt>FL_ITALIC</tt> which can
be added to these, and <tt>FL_SYMBOL</tt> and
<tt>FL_ZAPF_DINGBATS</tt>. Faces greater than 255 cannot be used in
<tt>Fl_Widget</tt> labels, since it stores the index as a byte.
<h4>int fl_font()<br>
int fl_size()</h4>
Returns the face and size set by the most recent call to
<tt>fl_font(a,b)</tt>. This can be used to save/restore the font.
<h3><a name="cursor">Cursor</a></h3>
<h4>void fl_cursor(Fl_Cursor, Fl_Color = FL_WHITE, Fl_Color = FL_BLACK)</h4>
Change the cursor. Depending on the system this may affect the cursor
everywhere, or only when it is pointing at the window that is current
when you call this. For portability you should change the cursor back
to the default in response to <tt>FL_LEAVE</tt> events.
<p>The type <tt>Fl_Cursor</tt> is an enumeration defined in <a
href="#enumerations"><tt>&lt;Enumerations.H></tt></a>. The
double-headed arrows are bitmaps provided by FLTK on X, the others are
provided by system-defined cursors. Under X you can get any XC_cursor
value by passing <tt>Fl_Cursor((XC_foo/2)+1)</tt>.
<p>The following standard cursors are available:
<ul>
<li><tt>FL_CURSOR_DEFAULT</tt> - the default cursor, usually an arrow
<li><tt>FL_CURSOR_ARROW</tt> - an arrow pointer
<li><tt>FL_CURSOR_CROSS</tt> - crosshair
<li><tt>FL_CURSOR_WAIT</tt> - watch or hourglass
<li><tt>FL_CURSOR_INSERT</tt> - I-beam
<li><tt>FL_CURSOR_HAND</tt> - hand (uparrow on MSWindows)
<li><tt>FL_CURSOR_HELP</tt> - question mark
<li><tt>FL_CURSOR_MOVE</tt> - 4-pointed arrow
<li><tt>FL_CURSOR_NS</tt> - up/down arrow
<li><tt>FL_CURSOR_WE</tt> - left/right arrow
<li><tt>FL_CURSOR_NWSE</tt> - diagonal arrow
<li><tt>FL_CURSOR_NESW</tt> - diagonal arrow
<li><tt>FL_CURSOR_NONE</tt> - invisible
</ul>
<h3><a name="overlay">Overlays</a></h3>
<h4>void fl_overlay_rect(int x, int y, int w, int h)<br>
void fl_overlay_clear()</h4>
These functions allow you to draw interactive selection rectangles
without using the overlay hardware. FLTK will XOR a single rectangle
outline over a window. Calling this will erase any previous rectangle
(by XOR'ing it), and then draw the new one. Calling
<tt>fl_overlay_clear()</tt> will erase the rectangle without drawing a
new one.
<p>Using this is tricky. You should make a widget with both a
<tt>handle()</tt> and <tt>draw()</tt> method. <tt>draw()</tt> should
call <tt>fl_overlay_clear()</tt> before doing anything else. Your
<tt>handle()</tt> method should call <tt>window()->make_current()</tt>
and then <tt>fl_overlay_rect()</tt> after <tt>FL_DRAG</tt> events, and
should call <tt>fl_overlay_clear()</tt> after a <tt>FL_RELEASE</tt>
event.
<h2><a name="images">Images</a></h2>
To draw images, you can either do it directly from data in your memory,
or you can create <a href="#Fl_Bitmap"><tt>Fl_Bitmap</tt></a>, <a
href="#Fl_Image"><tt>Fl_Image</tt></a>, or <a
href="#Fl_Pixmap"><tt>Fl_Pixmap</tt></a> objects. 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.
<h3>Direct Image Drawing</h3>
It is undefined whether the location or drawing of the image is
affected by the current transformation, so you should only call these
when it is the identity.
<h4>void fl_draw_bitmap(const uchar *, int X, int Y, int W, int H, int LD = 0)</h4>
This function is planned but not yet implemented (it may be impossible
under X without allocating a pixmap).
<h4>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)</h4>
Draw an 8-bit per color RGB or luminance image. The pointer points at
the "r" data of the top-left pixel. 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.
<p>It is highly recommended that you put the following code before the
first <tt>show()</tt> of <i>any</i> window in your program to get rid
of the dithering if possible:
<ul><pre>
Fl::visual(FL_RGB);
</pre></ul>
Gray scale (1-channel) images may be drawn. This is done if
<tt>abs(D)</tt> is less than 3, or by calling
<tt>fl_draw_image_mono()</tt>. 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.
<p><i>The X version does not support all possible visuals.</i> 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.
<h4>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)</h4>
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).
<p>The callback is called with the <tt>void *</tt> user data pointer
(this 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 (<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.
<p>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 convienence 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.
<p>You can assumme the <tt>y</tt>'s will be consecutive, except the first one
may be greater than zero.
<p>If <tt>D</tt> is 4 or more, you must fill in the unused bytes with zero.
<h4>int fl_draw_pixmap(char **data, int X, int Y, Fl_Color = FL_GRAY)</h4>
Draw XPM image data, with the top-left corner at the given position.
The images 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.
<p>To use an XPM, do:
<ul><pre>
#include "foo.xpm"
...
fl_draw_pixmap(foo, X, Y);
</pre></ul>
In the current version the XPM data is converted to 8-bit full color
and passed through <tt>fl_draw_image()</tt>. This is obviously not the
most efficient way to do it, and has the same visual limitations as
listed above for <tt>fl_draw_image()</tt>. Transparent colors are
replaced by the optional <tt>Fl_Color</tt> argument (this may change in
the future).
<h4>int fl_measure_pixmap(char **data, int &amp;w, int &amp;h)</h4>
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 it parsed the dimensions ok, and zero if there is any problem.
<h3><a name="Fl_Bitmap">class Fl_Bitmap</a></h3>
This object encapsulates the width, height, and bits of an X bitmap
(XBM), and allows you to make an <tt>Fl_Widget</tt> use a bitmap as a
label, or to just draw the bitmap directly. Under X it will create an
offscreen pixmap the first time it is drawn, and copy this each
subsequent time it is drawn.
<h4>Fl_Bitmap(const char *bits, int W, int H)<br>
Fl_Bitmap(const uchar *bits, int W, int H)</h4>
Construct using an X bitmap. The bits pointer is simply copied to the
object, so it must point at persistent storage. The two constructors
are provided because various X implementations disagree about the type
of bitmap data. To use an XBM file use:
<ul><pre>
#include "foo.xbm"
...
Fl_Bitmap bitmap = new Fl_Bitmap(foo_bits, foo_width, foo_height);
</pre></ul>
<h4>~Fl_Bitmap()</h4>
The destructor will destroy any X pixmap created. It does not do
anything to the bits data.
<h4>void draw(int x, int y, int w, int h, int ox = 0, int oy = 0)</h4>
<tt>x,y,w,h</tt> indicates a destination rectangle. <tt>ox,oy,w,h</tt>
is a source rectangle. This source rectangle from the bitmap is drawn
in the destination. 1 bits are drawn with the current color, 0 bits
are unchanged. The source rectangle may extend outside the bitmap
(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 bitmap) and this area is left
unchanged.
<h4>void draw(int x, int y)</h4>
Draws the bitmap with the upper-left corner at <tt>x,y</tt>. This is
the same as doing <tt>draw(x,y,this->w,this->h,0,0)</tt>.
<h4>void label(Fl_Widget *)</h4>
Change the <tt>label()</tt> and the <tt>labeltype()</tt> of the widget
to draw the bitmap. 1 bits will be drawn with the
<tt>labelcolor()</tt>, zero bits will be unchanged. You can use the
same bitmap for many widgets.
<h2><a name="Fl_Pixmap">class Fl_Pixmap</h2>
This object encapsulates the data from an XPM image, and allows you to
make an <tt>Fl_Widget</tt> use a pixmap as a label, or to just draw the
pixmap directly. <i>Under X it will create an offscreen pixmap the
first time it is drawn, and copy this each subsequent time it is
drawn</i>.
<p>The current implementation converts the pixmap to 8 bit color data
and uses <a href="#fl_draw_image"><tt>fl_draw_image()</tt></a> to draw
it. Thus you will get dithered colors on an 8 bit screen.
<h4>Fl_Pixmap(char *const* data)</h4>
Construct using XPM data. The data pointer is simply copied to the
object, so it must point at persistent storage. To use an XPM file do:
<ul><pre>
#include &lt;FL/Fl_Pixmap.H>
#include "foo.xpm"
...
Fl_Pixmap pixmap = new Fl_Pixmap(foo);
</ul></pre>
<h4>~Fl_Pixmap()</h4>
The destructor will destroy any X pixmap created. It does not do
anything to the data.
<h4>void draw(int x, int y, int w, int h, int ox = 0, int oy = 0)</h4>
<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 pixmap (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 pixmap) and this area is left
unchanged.
<h4>void draw(int x, int y)</h4>
Draws the image with the upper-left corner at <tt>x,y</tt>. This is
the same as doing <tt>draw(x,y,this->w,this->h,0,0)</tt>.
<h4>void label(Fl_Widget *)</h4>
Change the <tt>label()</tt> and the <tt>labeltype()</tt> of the widget
to draw the pixmap. You can use the same pixmap for many widgets.
<H3><a name="Fl_Image">class Fl_Image</a></H3>
This object encapsulates a full-color RGB image, and allows you to make
an <tt>Fl_Widget</tt> use an image as a label, or to just draw the
image directly. <i>Under X it will create an offscreen pixmap the
first time it is drawn, and copy this each subsequent time it is
drawn</i>.
<h4>Fl_Image(char uchar *data, int W, int H, int D = 3, int LD = 0)</h4>
Construct using a pointer to RGB data. <tt>W</tt> and <tt>H</tt> are
the size of the image in pixels. <tt>D</tt> is the delta between
pixels (it may be more than 3 to skip alpha or other data, or negative
to flip the image left/right). <tt>LD</tt> is the delta between lines
(it may be more than <tt>D * W</tt> to crop images, or negative to flip
the image vertically). The data pointer is simply copied to the
object, so it must point at persistent storage.
<h4>~Fl_Image()</h4>
The destructor will destroy any X pixmap created. It does not do
anything to the data.
<h4>void draw(int x, int y, int w, int h, int ox = 0, int oy = 0)</h4>
<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.
<h4>void draw(int x, int y)</h4>
Draws the image with the upper-left corner at <tt>x,y</tt>. This is
the same as doing <tt>draw(x,y,this->w,this->h,0,0)</tt>.
<h4>void label(Fl_Widget *)</h4>
Change the <tt>label()</tt> and the <tt>labeltype()</tt> of the widget
to draw the image. You can use the same image for many widgets.
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