367f908d8e
git-svn-id: file:///fltk/svn/fltk/trunk@187 ea41ed52-d2ee-0310-a9c1-e6b18d33e121
456 lines
17 KiB
HTML
456 lines
17 KiB
HTML
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<H1 ALIGN=RIGHT><A NAME="osissues">F - Operating System Issues</A></H1>
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This appendix describes the X and WIN32 specific interfaces in FLTK.
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<h2>X-Specific Interface</h2>
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<ul><pre>
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#include <FL/x.H>
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</pre></ul>
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On X you can include this file to access FLTK's X-specific functions.
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Be warned that some of the structures and calls in it are subject to
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change in future version of FLTK. Try to avoid doing this so your code
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is portable.
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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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Installs a function to parse unrecognized events. If FLTK cannot figure
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out what to do with an event, it calls each of these functions (most
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recent first) until one of them returns non-zero. If none of them
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returns non-zero then the event is ignored.
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<p>FLTK calls this for any X events it does not recognize, or X events
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with a window id that FLTK does not recognize. You can look at the X
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event with the <a href="#fl_xevent"><tt>fl_xevent</tt></a> variable.
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<p>The argument is zero for unrecognized X events. These handlers are
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also called for global shortcuts and some other events that the widget
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they were passed to did not handle. In this case the argument is
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non-zero (for example <tt>FL_SHORTCUT</tt>).
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<h4><a name="fl_xevent">extern XEvent *fl_xvent</a></h4>
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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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This is the time stamp from the most recent X event that reported it
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(not all do). Many X calls (like cut 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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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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Returns the <tt>Fl_Window</tt> that corresponds to the given XID, or
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<tt>NULL</tt> if not found. This uses a cache so it is slightly faster
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than iterating through the windows yourself.
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<h4><a name="fl_handle">int fl_handle(const XEvent &)</a></h4>
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This call allows you to supply the X events to FLTK, which may allow
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FLTK to cooperate with another toolkit or library. The return value
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is true if FLTK understood the event (if the window does not belong to
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FLTK and the <tt>add_handler()</tt> functions all ignore it this returns
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false).
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<p>Besides feeding events your code should call <a
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href="#flush"><tt>Fl::flush()</tt></a> periodically so that FLTK
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redraws its windows.
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<p>This function will call the callback functions. It will not return
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until they complete. In particular if a callback pops up a modal
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window (by calling <a href="#fl_ask"><tt>fl_ask()</tt></a>, for
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instance) it will not return until the modal function returns.
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<h3>Drawing using Xlib</h3>
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The following global variables are set before
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<tt>Fl_Widget::draw()</tt> is called, or by <a
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href="#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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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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Other information such as the position or size of the X window can be
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found by looking at <a
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href="#Fl_Window.make_current"><tt>Fl_Window::current()</tt></a>, which
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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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Returns the X pixel number used to draw the given FLTK color index or
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RGB color. This is the X pixel that <a
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href="#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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Points at the font selected by the most recent <a
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href="#fl_font"><tt>fl_font()</tt></a>. This is not necessarily the
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current font of <tt>fl_gc</tt>, which is not set until <a
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href="#fl_draw"><tt>fl_draw()</tt></a> is called.
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<h3>Changing the Display, Screen, or X Visual</h3>
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FLTK uses only a single display, screen, X visual, and X colormap. This
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greatly simplifies its internal structure and makes it much smaller and
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faster. You can change which it uses by setting global variables
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<i>before the first <tt>Fl_Window::show()</tt> is called</i>. You may
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also want to call <a href="#visual">Fl::visual()</a>, which is a
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portable interface to get a full color and/or double buffered visual.
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<h4><a name="display">int Fl::display(const char *)</a></h4>
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Set which X display to use. This actually does
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<tt>putenv("DISPLAY=...")</tt> so that child programs will display on
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the same screen if called with <tt>exec()</tt>. This must be done
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before the display is opened. This call is provided under WIN32 but
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it has no effect.
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<h4><a name="fl_display">extern Display *fl_display</a></h4>
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The open X display. This is needed as an argument to most Xlib calls.
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Don't attempt to change it! This is <tt>NULL</tt> 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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Opens the display. Does nothing if it is already open. This will make
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sure <tt>fl_display</tt> is non-zero. You should call this if you
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wish to do X calls and there is a chance that your code will be called
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before the first <tt>show()</tt> of a window.
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<p>This may call <tt>Fl::abort()</tt> if there is an error opening the display.
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<h4><a name="fl_close_display">void fl_close_display()</a></h4>
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This closes the X connection. You do <i>not</i> need to call this to
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exit, and in fact it is faster to not do so! It may be useful to call
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this if you want your program to continue without the X connection.
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You cannot open the display again, and probably cannot call any FLTK
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functions.
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<h4><a name="fl_screen">extern int fl_screen</a></h4>
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Which screen number to use. This is set by <tt>fl_open_display()</tt>
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to the default screen. You can change it by setting this to a
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different value immediately afterwards. It can also be set by changing
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the last number in the <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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The visual and colormap that FLTK will use for all windows. These
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are set by <tt>fl_open_display()</tt> to the default visual and colormap. You
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can change them before calling <tt>show()</tt> on the first window. Typical
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code for changing 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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FLTK can manage an X window on a different screen, visual and/or
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colormap, you just can't use FLTK's drawing routines to draw into it.
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But you can write your own <tt>draw()</tt> method that uses Xlib
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(and/or OpenGL) calls only.
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<p>FLTK can also manage XID's provided by other libraries or programs,
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and call those libraries when the window needs to be redrawn.
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<p>To do this, you need to make a subclass of <a
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href="#Fl_Window"><tt>Fl_Window</tt></a> and override some of these virtual
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functions:
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<h4>virtual void Fl_Window::show()</h4>
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If the window is already <tt>shown()</tt> this must cause it to be raised,
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this can usually be done by calling <tt>Fl_Window::show()</tt>. If not <tt>shown()</tt>
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your 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:
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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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Allocate a hidden structure called an <tt>Fl_X</tt>, put the XID into it, and
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set a pointer to it from the <tt>Fl_Window</tt>. This causes
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<tt>Fl_Window::shown()</tt> to return true.
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<h4>void Fl_X::make_xid(Fl_Window *, XVisualInfo *= fl_visual, Colormap = fl_colormap)</h4>
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This static method does the most onerous parts of creating an X window,
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including setting the label, resize limitations, etc. It then does
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<tt>Fl_X::set_xid()</tt> with this new window and maps the window.
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<h4>virtual void Fl_Window::flush()</h4>
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This virtual function is called by <tt>Fl::flush()</tt> to update the
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window. For FLTK's own windows it does this by setting the global
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variables <tt>fl_window</tt> and <tt>fl_gc</tt> and then calling the
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<tt>draw()</tt> method. For your own windows you might just want to
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put all the drawing code in here.
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<p>The X region that is a combination of all <tt>damage()</tt> calls
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done so far is in <tt>Fl_X::i(this)->region</tt>. If <tt>NULL</tt>
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then you should redraw the entire window. The undocumented function
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<tt>fl_clip_region(XRegion)</tt> will initialize the FLTK clip stack
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with a region or <tt>NULL</tt> for no clipping. You must set region to
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<tt>NULL</tt> afterwards as <tt>fl_clip_region()</tt> now owns it and
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will delete it when done.
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<p>If <tt>damage() & FL_DAMAGE_EXPOSE</tt> then only X expose events
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have happened. This may be useful if you have an undamaged image (such
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as a backing buffer) around.
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<p>Here is a sample where an undamaged image is kept somewhere:
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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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Destroy the window server copy of the window. Usually you will destroy
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contexts, pixmaps, or other resources used by the window, and then call
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<tt>Fl_Window::hide()</tt> to get rid of the main window identified by
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<tt>xid()</tt>. If you override this, you must also override the
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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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Because of the way C++ works, if you override <tt>hide()</tt> you <i>must</i>
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override the destructor as well (otherwise only the base class <tt>hide()</tt>
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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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FLTK currently supports setting a window's icon *before* it is shown using
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the <tt>Fl_Window::icon()</tt> method.
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<h4>void Fl_Window::icon(char *)</h4>
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Sets the icon for the window to the passed pointer. You will need to
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cast the icon <tt>Pixmap</tt> to a <tt>char *</tt> when calling this
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method. To set the icon using a bitmap compiled with your application
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use:
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<ul><pre>
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#include "icon.xbm"
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Pixmap p = XCreatePixmapFromBitmapData(fl_display,
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DefaultRootWindow(fl_display), icon_bits,
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icon_width, icon_height,
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BlackPixel(fl_display, DefaultScreen(fl_display)),
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WhitePixel(fl_display, DefaultScreen(fl_display)),
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DefaultDepth(fl_display, DefaultScreen(fl_display)))
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window->icon((char *)p);
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</ul></pre>
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<h2>WIN32-Specific Interface</h2>
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<ul><pre>
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#include <FL/x.H>
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</pre></ul>
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The <tt><FL/x.H></tt> header file defines the interface to FLTK's
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WIN32-specific functions. Be warned that some of the structures
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and calls in it are subject to change in future version of FLTK. Try
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to avoid doing this so your code is portable.
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<h3>Handling Other WIN32 Messages</h3>
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By default a single WNDCLASSEX called "FLTK" is created. All
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<tt>Fl_Windows</tt> are of this class unless you use
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<tt>Fl_Window::xclass()</tt>. The window class is created the first
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time <tt>Fl_Window::show()</tt> is called.
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<p>You can probably combine FLTK with other libraries that make their
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own WIN32 window classes. The easiest way is to call <tt>Fl::wait()</tt>, it
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will call <tt>DispatchMessage</tt> for all messages to the other windows. If
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necessary you can let 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 function
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<tt>Fl::flush()</tt> to be called regularily so that widgets are updated,
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timeouts are handled, and the idle functions are called.
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<h4><a name="fl_msg">extern MSG fl_msg</a></h4>
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The most recent message read by <tt>GetMessage</tt> (which is called by
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<a href="#wait"><tt>Fl::wait()</tt></a>. This may not be the most
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recent message sent to an FLTK window, because silly WIN32 calls the
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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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Install a function to parse unrecognized messages sent to FLTK
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windows. If FLTK cannot figure out what to do with a message, it
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calls each of these functions (most recent first) until one of them
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returns non-zero. The argument passed to the fuctions is zero. If
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all the handlers return zero then FLTK 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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Returns the window handle for a <tt>Fl_Window</tt>, or zero if not
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<tt>shown()</tt>.
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<h4><a name="WIN32.fl_find">Fl_Window *fl_find(HWND xid)</a></h4>
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Return the <tt>Fl_Window</tt> that corresponds to the given window
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handle, or <tt>NULL</tt> if not found. This uses a cache so it is
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slightly faster than iterating through the windows yourself.
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<h3>Drawing Things Using the WIN32 GDI</h3>
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When the virtual function <tt>Fl_Widget::draw()</tt> is called, FLTK has
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stashed in some global variables all the silly extra arguments you
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need to make a proper GDI call. These are:
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<ul><pre>
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extern HINSTANCE fl_display;
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extern HWND fl_window;
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extern HDC fl_gc;
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COLORREF fl_RGB();
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HPEN fl_pen();
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HBRUSH fl_brush();
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</pre></ul>
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These global variables are set before <tt>draw()</tt> is called, or by <a
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href="#Fl_Window.make_current"><tt>Fl_Window::make_current()</tt></a>. You can
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refer to them when needed to produce GDI calls. Don't attempt to
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change them. The functions return GDI objects for the current color
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set by <tt>fl_color()</tt> and are created as needed and cached. A typical
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GDI drawing call is written like this:
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<ul><pre>
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DrawSomething(fl_gc, ..., fl_brush());
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</pre></ul>
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It may also be useful to refer to <a
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href="#Fl_Window.make_current"><tt>Fl_Window::current()</tt></a> to get
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the window's size or position.
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<h3>Setting the Icon of a Window</h3>
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FLTK currently supports setting a window's icon *before* it is shown using
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the <tt>Fl_Window::icon()</tt> method.
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<h4>void Fl_Window::icon(char *)</h4>
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Sets the icon for the window to the passed pointer. You will need to
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cast the <tt>HICON</tt> handle to a <tt>char *</tt> when calling this
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method. To set the icon using an icon resource compiled with your
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application use:
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<ul><pre>
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window->icon((char *)LoadIcon(fl_display, MAKEINTRESOURCE(IDI_ICON)));
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</ul></pre>
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<h3>How to Not Get a MSDOS Console Window</h3>
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WIN32 has a really stupid mode switch stored in the executables that
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controls whether or not to make a console window.
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<p>To always get a console window you simply create a console
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application (the "/SUBSYSTEM:CONSOLE" option for the linker). For a
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GUI-only application create a WIN32 application (the
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"/SUBSYSTEM:WINDOWS" option for the linker).
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<p>FLTK includes a <tt>WinMain()</tt> function that calls the ANSI
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standard <tt>main()</tt> entry point for you. <i>This function creates
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a console window when you use the debug version of the library.</i>
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<p>WIN32 applications without a console cannot write to <tt>stdout</tt> or
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<tt>stderr</tt>, even if they are run from a console window. Any output
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is silently thrown away.
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<h3>Known Bugs</h3>
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If a program is deactivated, <tt>Fl::wait()</tt> does not return until
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it is activated again, even though many events are delivered to the
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program. This can cause idle background processes to stop
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unexpectedly. This also happens while the user is dragging or resizing
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windows or otherwise holding the mouse down. I was forced to remove
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most of the efficiency FLTK uses for redrawing in order to get windows
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to update while being moved. This is a design error in WIN32 and
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probably impossible to get around.
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<p><tt>Fl_Gl_Window::can_do_overlay()</tt> returns true until the first
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time it attempts to draw an overlay, and then correctly returns whether
|
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or not there is overlay hardware.
|
|
|
|
<p>Cut text contains ^J rather than ^M^J to break lines. This is a
|
|
feature, not a bug.
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|
|
|
<p><tt>SetCapture</tt> (used by <tt>Fl::grab()</tt>) doesn't work, and
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|
the main window title bar turns gray while menus are popped up.
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|
|
|
<p>FLUID does not support BMP files yet.
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|
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|
</BODY>
|
|
</HTML>
|