mirror of https://github.com/fltk/fltk
84 lines
3.7 KiB
HTML
84 lines
3.7 KiB
HTML
<HTML>
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<HEAD>
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<TITLE>Fl_Menu_Button</TITLE>
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</HEAD>
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<BODY>
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<!-- NEW PAGE -->
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<H2><A name=Fl_Menu_Button>class Fl_Menu_Button</A></H2>
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<HR>
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<H3>Class Hierarchy</H3>
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<UL>
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<PRE>
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<A href=Fl_Menu_.html#Fl_Menu_>Fl_Menu_</A>
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+----<B>Fl_Menu_Button</B>
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</PRE>
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</UL>
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<H3>Include Files</H3>
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<UL>
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<PRE>
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#include <FL/Fl_Menu_Button.H>
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</PRE>
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</UL>
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<H3>Description</H3>
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This is a button that when pushed pops up a menu (or hierarchy of
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menus) defined by an array of <A href=Fl_Menu_Item.html#Fl_Menu_Item><TT>
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Fl_Menu_Item</TT></A> objects.
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<P ALIGN=CENTER><IMG src="menu_button.gif" ALT="Fl_Menu_Button widget."></P>
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<P>Normally any mouse button will pop up a menu and it is lined up
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below the button as shown in the picture. However an <TT>Fl_Menu_Button</TT>
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may also control a pop-up menu. This is done by setting the <TT>type()</TT>
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, see below. </P>
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<P>The menu will also pop up in response to shortcuts indicated by
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putting a '&' character in the <TT>label()</TT>. </P>
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<P>Typing the <TT>shortcut()</TT> 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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The '&' character in menu item names are only looked at when the menu is
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popped up, however. </P>
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<P>When the user picks an item off the menu, the item's callback is
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done with the menu_button as the <TT>Fl_Widget*</TT> argument. If the
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item does not have a callback the menu_button's callback is done
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instead. </P>
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<H3>Methods</H3>
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<UL>
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<LI><A href=#Fl_Menu_Button.Fl_Menu_Button>Fl_Menu_Button</A></LI>
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<LI><A href=#Fl_Menu_Button.~Fl_Menu_Button>~Fl_Menu_Button</A></LI>
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<LI><A href=#Fl_Menu_Button.popup>popup</A></LI>
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<LI><A href=#Fl_Menu_Button.type>type</A></LI>
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</UL>
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<H4><A name=Fl_Menu_Button.Fl_Menu_Button>
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Fl_Menu_Button::Fl_Menu_Button(int x, int y, int w, int h, const char
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*label = 0)</A></H4>
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Creates a new <TT>Fl_Menu_Button</TT> widget using the given position,
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size, and label string. The default boxtype is <TT>FL_UP_BOX</TT>.
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<P>The constructor sets <TT>menu()</TT> to <TT>NULL</TT>. See <A href=Fl_Menu_.html#Fl_Menu_>
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<TT>Fl_Menu_</TT></A> for the methods to set or change the menu. </P>
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<H4><A name=Fl_Menu_Button.~Fl_Menu_Button>virtual
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Fl_Menu_Button::~Fl_Menu_Button()</A></H4>
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The destructor removes the <TT>Fl_Menu_Button</TT> widget and all of
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its menu items.
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<H4><A name=Fl_Menu_Button.popup>const Fl_Menu* Fl_Menu_Button::popup()</A>
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</H4>
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Act exactly as though the user clicked the button or typed the
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shortcut key. The menu appears, it waits for the user to pick an item,
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and if they pick one it sets <TT>value()</TT> and does the callback or
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sets <TT>changed()</TT> as described above. The menu item is returned
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or <TT>NULL</TT> if the user dismisses the menu.
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<H4><A name=Fl_Menu_Button.type>void Fl_Menu_Button::type(uchar)</A></H4>
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If <TT>type()</TT> is zero a normal menu button is produced. If it is
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nonzero then this is a pop-up menu. The bits in <TT>type()</TT>
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indicate what mouse buttons pop up the menu. For convienece the
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constants <TT>Fl_Menu_Button::POPUP1, POPUP2, POPUP3, POPUP12, POPUP13,
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POPUP23</TT>, and <TT>POPUP123</TT> are defined. <TT>
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Fl_Menu_Button::POPUP3</TT> is usually what you want.
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<P>A popup menu button is invisible and does not interfere with any
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events other than the mouse button specified (and any shortcuts). The
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widget can be stretched to cover all your other widgets by putting it
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last in the hierarchy so it is "on top". You can also make several
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widgets covering different areas for context-sensitive popup menus. </P>
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<P>The popup menus appear with the cursor pointing at the previously
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selected item. This is a <I>feature</I>. If you don't like it, do <TT>
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value(0)</TT> after the menu items are picked to forget the current
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item. </P>
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</BODY></HTML>
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