102 lines
3.4 KiB
C++
102 lines
3.4 KiB
C++
//
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// Menu bar header file for the Fast Light Tool Kit (FLTK).
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//
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// Copyright 1998-2017 by Bill Spitzak and others.
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//
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// This library is free software. Distribution and use rights are outlined in
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// the file "COPYING" which should have been included with this file. If this
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// file is missing or damaged, see the license at:
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//
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// https://www.fltk.org/COPYING.php
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//
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// Please see the following page on how to report bugs and issues:
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//
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// https://www.fltk.org/bugs.php
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//
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/* \file
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Fl_Menu_Bar widget . */
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#ifndef Fl_Menu_Bar_H
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#define Fl_Menu_Bar_H
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#include "Fl_Menu_.H"
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/**
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This widget provides a standard menubar interface. Usually you will
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put this widget along the top edge of your window. The height of the
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widget should be 30 for the menu titles to draw correctly with the
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default font.
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The items on the bar and the menus they bring up are defined by a
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single Fl_Menu_Item array.
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Because a Fl_Menu_Item array defines a hierarchy, the
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top level menu defines the items in the menubar, while the submenus
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define the pull-down menus. Sub-sub menus and lower pop up to the right
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of the submenus.
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\image html menubar.png
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\image latex menubar.png " menubar" width=12cm
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If there is an item in the top menu that is not a title of a
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submenu, then it acts like a "button" in the menubar. Clicking on it
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will pick it.
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When the user clicks a menu item, value() is set to that item
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and then:
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- The item's callback is done if one has been set; the
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Fl_Menu_Bar is passed as the Fl_Widget* argument,
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along with any userdata configured for the callback.
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- If the item does not have a callback, the Fl_Menu_Bar's callback
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is done instead, along with any userdata configured for the callback.
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The callback can determine which item was picked using
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value(), mvalue(), item_pathname(), etc.
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Submenus will also pop up in response to shortcuts indicated by
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putting a '&' character in the name field of the menu item. If you put a
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'&' character in a top-level "button" then the shortcut picks it. The
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'&' character in submenus is ignored until the menu is popped up.
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Typing the shortcut() of any of the menu items will cause
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callbacks exactly the same as when you pick the item with the mouse.
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*/
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class FL_EXPORT Fl_Menu_Bar : public Fl_Menu_ {
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friend class Fl_Sys_Menu_Bar_Driver;
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protected:
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void draw() FL_OVERRIDE;
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public:
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int handle(int) FL_OVERRIDE;
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/**
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Creates a new Fl_Menu_Bar widget using the given position,
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size, and label string. The default boxtype is FL_UP_BOX.
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The constructor sets menu() to NULL. See
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Fl_Menu_ for the methods to set or change the menu.
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labelsize(), labelfont(), and labelcolor()
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are used to control how the menubar items are drawn. They are
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initialized from the Fl_Menu static variables, but you can
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change them if desired.
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label() is ignored unless you change align() to
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put it outside the menubar.
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The destructor removes the Fl_Menu_Bar widget and all of its
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menu items.
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*/
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Fl_Menu_Bar(int X, int Y, int W, int H, const char *l=0);
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/** Updates the menu bar after any change to its items.
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This is useful when the menu bar can be an Fl_Sys_Menu_Bar object.
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*/
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virtual void update() {}
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/**
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Opens the 1st level submenu of the menubar corresponding to \c item.
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\since 1.4.0
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*/
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virtual void play_menu(const Fl_Menu_Item *item);
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};
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#endif
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