fltk/documentation/Fl_Window.html
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<H2><A name=Fl_Window>class Fl_Window</A></H2>
<HR>
<H3>Class Hierarchy</H3>
<UL>
<PRE>
<A href=Fl_Group.html#Fl_Group>Fl_Group</A>
|
+----<B>Fl_Window</B>
|
+----<A href=Fl_Double_Window.html#Fl_Double_Window>Fl_Double_Window</A>, <A href=Fl_Gl_Window.html#Fl_Gl_Window>Fl_Gl_Window</A>,
<A href=Fl_Overlay_Window.html#Fl_Overlay_Window>Fl_Overlay_Window</A>, <A href=Fl_Single_Window.html#Fl_Single_Window>Fl_Single_Window</A>
</PRE>
</UL>
<H3>Include Files</H3>
<UL>
<PRE>
#include &lt;FL/Fl_Window.H&gt;
</PRE>
</UL>
<H3>Description</H3>
This widget produces an actual window. This can either be a main
window, with a border and title and all the window management controls,
or a &quot;subwindow&quot; inside a window. This is controlled by whether or not
the window has a <TT>parent()</TT>.
<P>Once you create a window, you usually add children <TT>Fl_Widget</TT>
's to it by using <TT>window-&gt;add(child)</TT> for each new widget. See <A
href=Fl_Group.html#Fl_Group><TT>Fl_Group</TT></A> for more information
on how to add and remove children. </P>
<P>There are several subclasses of <TT>Fl_Window</TT> that provide
double-buffering, overlay, menu, and OpenGL support. </P>
<P>The window's callback is done if the user tries to close a window
using the window manager and <A href=functions.html#modal><TT>
Fl::modal()</TT></A> is zero or equal to the window. <TT>Fl_Window</TT>
has a default callback that calls <TT>Fl_Window::hide()</TT> and calls <TT>
exit(0)</TT> if this is the last top-level window. </P>
<H3>Methods</H3>
<CENTER>
<TABLE width=90%>
<TR><TD align=left valign=top>
<UL>
<LI><A href=#Fl_Window.Fl_Window>Fl_Window</A></LI>
<LI><A href=#Fl_Window.~Fl_Window>~Fl_Window</A></LI>
<LI><A href=#Fl_Window.border>border</A></LI>
<LI><A href=#Fl_Window.clear_border>clear_border</A></LI>
<LI><A href=#Fl_Window.current>current</A></LI>
</UL>
</TD><TD align=left valign=top>
<UL>
<LI><A href=#Fl_Window.first_window>first_window</A></LI>
<LI><A href=#Fl_Window.free_position>free_position</A></LI>
<LI><A href=#Fl_Window.fullscreen>fullscreen</A></LI>
<LI><A href=#Fl_Window.fullscreen_off>fullscreen_off</A></LI>
<LI><A href=#Fl_Window.hide>hide</A></LI>
</UL>
</TD><TD align=left valign=top>
<UL>
<LI><A href=#Fl_Window.hotspot>hotspot</A></LI>
<LI><A href=#Fl_Window.iconize>iconize</A></LI>
<LI><A href=#Fl_Window.iconlabel>iconlabel</A></LI>
<LI><A href=#Fl_Window.label>label</A></LI>
<LI><A href=#Fl_Window.make_current>make_current</A></LI>
</UL>
</TD><TD align=left valign=top>
<UL>
<LI><A href=#Fl_Window.modal>modal</A></LI>
<LI><A href=#Fl_Window.next_window>next_window</A></LI>
<LI><A href=#Fl_Window.non_modal>non_modal</A></LI>
<LI><A href=#Fl_Window.resize>resize</A></LI>
<LI><A href=#Fl_Window.set_modal>set_modal</A></LI>
</UL>
</TD><TD align=left valign=top>
<UL>
<LI><A href=#Fl_Window.set_non_modal>set_non_modal</A></LI>
<LI><A href=#Fl_Window.show>show</A></LI>
<LI><A href=#Fl_Window.shown>shown</A></LI>
<LI><A href=#Fl_Window.size_range>size_range</A></LI>
<LI><A href=#Fl_Window.xclass>xclass</A></LI>
</UL>
</TD></TR>
</TABLE>
</CENTER>
<H4><A name=Fl_Window.Fl_Window>Fl_Window::Fl_Window(int x, int y, int
w, int h, const char *title = 0)
<BR> Fl_Window::Fl_Window(int w, int h, const char *title = 0)</A></H4>
The first constructor takes 4 int arguments to create the window with
a preset position and size. The second constructor with 2 arguments
will create the window with a preset size, but the window manager will
choose the position according to it's own whims.
<P><TT>Fl_Widget::box()</TT> is set to <TT>FL_FLAT_BOX</TT>. If you
plan to completely fill the window with children widgets you should
change this to <TT>FL_NO_BOX</TT>. If you turn the window border off
you may want to change this to <TT>FL_UP_BOX</TT>. </P>
<H4><A name=Fl_Window.~Fl_Window>virtual Fl_Window::~Fl_Window()</A></H4>
The destructor <I>also deletes all the children</I>. This allows a
whole tree to be deleted at once, without having to keep a pointer to
all the children in the user code. A kludge has been done so the <TT>
Fl_Window</TT> and all of it's children can be automatic (local)
variables, but you must declare the <TT>Fl_Window</TT><I>first</I>, so
that it is destroyed last.
<H4><A name=Fl_Window.size_range>void Fl_Window::size_range(int minw,
int minh, int maxw=0, int maxh=0, int dw=0, int dh=0, int aspect=0)</A></H4>
Set the allowable range the user can resize this window to. This only
works for top-level windows.
<UL>
<LI><TT>minw</TT> and <TT>minh</TT> are the smallest the window can
be. </LI>
<LI><TT>maxw</TT> and <TT>maxh</TT> are the largest the window can be.
If either is <I>equal</I> to the minimum then you cannot resize in
that direction. If either is zero then FLTK picks a maximum size in
that direction such that the window will fill the screen. </LI>
<LI><TT>dw</TT> and <TT>dh</TT> are size increments. The window will
be constrained to widths of <TT>minw + N * dw</TT>, where <TT>N</TT>
is any non-negative integer. If these are less or equal to 1 they
are ignored. </LI>
<LI><TT>aspect</TT> is a flag that indicates that the window should
preserve it's aspect ratio. This only works if both the maximum and
minimum have the same aspect ratio. </LI>
</UL>
If this function is not called, FLTK tries to figure out the range
from the setting of <A href=#Fl_Group.resizable><TT>resizeable()</TT></A>
:
<UL>
<LI>If <TT>resizeable()</TT> is <TT>NULL</TT> (this is the default)
then the window cannot be resized and the resize border and max-size
control will not be displayed for the window. </LI>
<LI>If either dimension of <TT>resizeable()</TT> is less than 100,
then that is considered the minimum size. Otherwise the <TT>
resizeable()</TT> has a minimum size of 100. </LI>
<LI>If either dimension of <TT>resizeable()</TT> is zero, then that is
also the maximum size (so the window cannot resize in that direction). </LI>
</UL>
It is undefined what happens if the current size does not fit in the
constraints passed to <TT>size_range()</TT>.
<H4><A name=Fl_Window.show>virtual void Fl_Window::show()
<BR> int Fl_Window::show(int argc, char **argv, int i)
<BR> void Fl_Window::show(int argc, char **argv)</A></H4>
Put the window on the screen. Usually this has the side effect of
opening the display. The second two forms are used for top-level
windows and allow standard arguments to be parsed from the
command-line.
<P>If the window is already shown then it is restored and raised to the
top. This is really convenient because your program can call <TT>show()</TT>
at any time, even if the window is already up. It also means that <TT>
show()</TT> serves the purpose of <TT>raise()</TT> in other toolkits. </P>
<H4><A name=Fl_Window.hide>virtual void Fl_Window::hide()</A></H4>
Remove the window from the screen. If the window is already hidden or
has not been shown then this does nothing (and is harmless). <I>Under
the X Window System this actually destroys the xid</I>.
<H4><A name=Fl_Window.shown>int Fl_Window::shown() const</A></H4>
Returns non-zero if <TT>show()</TT> has been called (but not <TT>hide()</TT>
). You can tell if a window is iconified with <TT>(w-&gt;shown()
&amp;!w-&gt;visible())</TT>.
<H4><A name=Fl_Window.iconize>void Fl_Window::iconize()</A></H4>
Iconifies the window. If you call this when <TT>shown()</TT> is false
it will <TT>show()</TT> it as an icon. If the window is already
iconified this does nothing.
<P>Call <TT>show()</TT> to restore the window. </P>
<P>When a window is iconified/restored (either by these calls or by the
user) the <TT>handle()</TT> method is called with <TT>FL_HIDE</TT> and <TT>
FL_SHOW</TT> events and <TT>visible()</TT> is turned on and off. </P>
<P>There is no way to control what is drawn in the icon except with the
string passed to <TT>Fl_Window::xclass()</TT>. You should not rely on
window managers displaying the icons. </P>
<H4><A name=Fl_Window.first_window>Fl_Window *Fl::first_window()</A></H4>
Returns the first <TT>shown()</TT> window in the widget hierarchy. If
no windows are displayed <TT>first_window</TT> returns <TT>NULL</TT>.
<H4><A name=Fl_Window.next_window>Fl_Window *Fl::next_window(const
Fl_Window*)</A></H4>
Returns the next <TT>shown()</TT> window in the hierarchy. You can
use this call to iterate through all the windows that are shown().
<H4><A name=Fl_Window.resize>void Fl_Window::resize(int,int,int,int)</A></H4>
Change the size and position of the window. If <TT>shown()</TT> is
true, these changes are communicated to the window server (which may
refuse that size and cause a further resize). If <TT>shown()</TT> is
false, the size and position are used when <TT>show()</TT> is called.
See <A href=Fl_Group.html#Fl_Group><TT>Fl_Group</TT></A> for the effect
of resizing on the child widgets.
<P>You can also call the <TT>Fl_Widget</TT> methods <TT>size(x,y)</TT>
and <TT>position(w,h)</TT>, which are inline wrappers for this virtual
function. </P>
<H4><A name=Fl_Window.free_position>void Fl_Window::free_position()</A></H4>
Undoes the effect of a previous <TT>resize()</TT> or <TT>show()</TT>
so that the next time <TT>show()</TT> is called the window manager is
free to position the window.
<H4><A name=Fl_Window.hotspot>void Fl_Window::hotspot(int x, int y, int
offscreen = 0)
<BR> void Fl_Window::hotspot(const Fl_Widget*, int offscreen = 0)
<BR> void Fl_Window::hotspot(const Fl_Widgetp, int offscreen = 0)</A></H4>
<TT>position()</TT> the window so that the mouse is pointing at the
given position, or at the center of the given widget, which may be the
window itself. If the optional <TT>offscreen</TT> parameter is
non-zero, then the window is allowed to extend off the screen (this
does not work with some X window managers).
<H4><A name=Fl_Window.fullscreen>void Fl_Window::fullscreen()</A></H4>
Makes the window completely fill the screen, without any window
manager border visible. You must use <TT>fullscreen_off()</TT> to undo
this. This may not work with all window managers.
<H4><A name=Fl_Window.fullscreen_off>int Fl_Window::fullscreen_off(int
x, int y, int w, int h)</A></H4>
Turns off any side effects of <TT>fullscreen()</TT> and does <TT>
resize(x,y,w,h)</TT>.
<H4><A name=Fl_Window.border>int Fl_Window::border(int)
<BR> uchar Fl_Window::border() const</A></H4>
Gets or sets whether or not the window manager border is around the
window. The default value is true. <TT>border(n)</TT> can be used to
turn the border on and off, and returns non-zero if the value has been
changed. <I>Under most X window managers this does not work after <TT>
show()</TT> has been called, although SGI's 4DWM does work.</I>
<H4><A name=Fl_Window.clear_border>void Fl_Window::clear_border()</A></H4>
<TT>clear_border()</TT> is a fast inline function to turn the border
off. It only works before <TT>show()</TT> is called.
<H4><A name=Fl_Window.set_modal>void Fl_Window::set_modal()</A></H4>
A &quot;modal&quot; window, when <TT>shown()</TT>, will prevent any events from
being delivered to other windows in the same program, and will also
remain on top of the other windows (if the X window manager supports
the &quot;transient for&quot; property). Several modal windows may be shown at
once, in which case only the last one shown gets events. You can see
which window (if any) is modal by calling <A href=functions.html#modal><TT>
Fl::modal()</TT></A>.
<H4><A name=Fl_Window.modal>uchar Fl_Window::modal() const</A></H4>
Returns true if this window is modal.
<H4><A name=Fl_Window.set_non_modal>void Fl_Window::set_non_modal()</A></H4>
A &quot;non-modal&quot; window (terminology borrowed from Microsoft Windows)
acts like a <TT>modal()</TT> one in that it remains on top, but it has
no effect on event delivery. There are <I>three</I> states for a
window: modal, non-modal, and normal.
<H4><A name=Fl_Window.non_modal>uchar Fl_Window::non_modal() const</A></H4>
Returns true if this window is modal or non-modal.
<H4><A name=Fl_Window.label>void Fl_Window::label(const char*)
<BR> const char* Fl_Window::label() const</A></H4>
Gets or sets the window title bar label.
<H4><A name=Fl_Window.iconlabel>void Fl_Window::iconlabel(const char*)
<BR> const char* Fl_Window::iconlabel() const</A></H4>
Gets or sets the icon label.
<H4><A name=Fl_Window.xclass>void Fl_Window::xclass(const char*)
<BR> const char* Fl_Window::xclass() const</A></H4>
A string used to tell the system what type of window this is. Mostly
this identifies the picture to draw in the icon. <I>Under X, this is
turned into a <TT>XA_WM_CLASS</TT> pair by truncating at the first
non-alphanumeric character and capitalizing the first character, and
the second one if the first is 'x'. Thus &quot;foo&quot; turns into &quot;foo, Foo&quot;,
and &quot;xprog.1&quot; turns into &quot;xprog, XProg&quot;.</I> This only works if called <I>
before</I> calling <TT>show()</TT>.
<P>This method has no effect under Microsoft Windows. </P>
<H4><A name=Fl_Window.make_current>void Fl_Window::make_current()</A></H4>
<TT>make_current()</TT> sets things up so that the drawing functions in <A
href=drawing.html#Drawing><TT>&lt;FL/fl_draw.H&gt;</TT></A> will go into this
window. This is useful for incremental update of windows, such as in an
idle callback, which will make your program behave much better if it
draws a slow graphic. <B>Danger: incremental update is very hard to
debug and maintain!</B>
<P>This method only works for the <TT>Fl_Window</TT> and <TT>
Fl_Gl_Window</TT> classes. </P>
<H4><A name=Fl_Window.current>static Fl_Window* Fl_Window::current()</A></H4>
Returns the last window that was made current. </BODY></HTML>