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<H2><A name=Fl_Menu_Item>struct Fl_Menu_Item</A></H2>
<HR>
<H3>Class Hierarchy</H3>
<UL>
<PRE>
<B>struct Fl_Menu_Item</B>
</PRE>
</UL>
<H3>Include Files</H3>
<UL>
<PRE>
#include &lt;FL/Fl_Menu_Item.H&gt;
</PRE>
</UL>
<H3>Description</H3>
The <TT>Fl_Menu_Item</TT> structure defines a single menu item that
is used by the <A href=Fl_Menu_.html#Fl_Menu_>Fl_Menu_</A> class. This
structure is defined in <TT> &lt;FL/Fl_Menu_Item.H&gt;</TT>
<UL>
<PRE>
struct Fl_Menu_Item {
const char* text; // label()
ulong shortcut_;
Fl_Callback* callback_;
void* user_data_;
int flags;
uchar labeltype_;
uchar labelfont_;
uchar labelsize_;
uchar labelcolor_;
};
enum { // values for flags:
FL_MENU_INACTIVE = 1,
FL_MENU_TOGGLE = 2,
FL_MENU_VALUE = 4,
FL_MENU_RADIO = 8,
FL_MENU_INVISIBLE = 0x10,
FL_SUBMENU_POINTER = 0x20,
FL_SUBMENU = 0x40,
FL_MENU_DIVIDER = 0x80,
FL_MENU_HORIZONTAL = 0x100
};
</PRE>
</UL>
Typically menu items are statically defined; for example:
<UL><PRE>
Fl_Menu_Item popup[] = {
{&quot;&amp;alpha&quot;, FL_ALT+'a', the_cb, (void*)1},
{&quot;&amp;beta&quot;, FL_ALT+'b', the_cb, (void*)2},
{&quot;gamma&quot;, FL_ALT+'c', the_cb, (void*)3, FL_MENU_DIVIDER},
{&quot;&amp;strange&quot;, 0, strange_cb},
{&quot;&amp;charm&quot;, 0, charm_cb},
{&quot;&amp;truth&quot;, 0, truth_cb},
{&quot;b&amp;eauty&quot;, 0, beauty_cb},
{&quot;sub&amp;menu&quot;, 0, 0, 0, FL_SUBMENU},
{&quot;one&quot;},
{&quot;two&quot;},
{&quot;three&quot;},
{0},
{&quot;inactive&quot;, FL_ALT+'i', 0, 0, FL_MENU_INACTIVE|FL_MENU_DIVIDER},
{&quot;invisible&quot;,FL_ALT+'i', 0, 0, FL_MENU_INVISIBLE},
{&quot;check&quot;, FL_ALT+'i', 0, 0, FL_MENU_TOGGLE|FL_MENU_VALUE},
{&quot;box&quot;, FL_ALT+'i', 0, 0, FL_MENU_TOGGLE},
{0}};
</PRE></UL>
produces:
<P ALIGN=CENTER><IMG src="menu.gif" ALT="Fl_Menu_Item widgets."></P>
A submenu title is identified by the bit <TT>FL_SUBMENU</TT> in the <TT>
flags</TT> field, and ends with a <TT>label()</TT> that is <TT>NULL</TT>.
You can nest menus to any depth. A pointer to the first item in the
submenu can be treated as an <TT>Fl_Menu</TT> array itself. It is also
possible to make seperate submenu arrays with <TT>FL_SUBMENU_POINTER</TT>
flags.
<P>You should use the method functions to access structure members and
not access them directly to avoid compatibility problems with future
releases of FLTK. </P>
<H3>Methods</H3>
<CENTER>
<TABLE width=90% summary="Fl_Menu_Item methods.">
<TR><TD align=left valign=top>
<UL>
<LI><A href=#Fl_Menu_Item.label>label</A></LI>
<LI><A href=#Fl_Menu_Item.labeltype>labeltype</A></LI>
<LI><A href=#Fl_Menu_Item.labelcolor>labelcolor</A></LI>
<LI><A href=#Fl_Menu_Item.labelfont>labelfont</A></LI>
<LI><A href=#Fl_Menu_Item.labelsize>labelsize</A></LI>
<LI><A href=#Fl_Menu_Item.callback>callback</A></LI>
</UL>
</TD><TD align=left valign=top>
<UL>
<LI><A href=#Fl_Menu_Item.user_data>user_data</A></LI>
<LI><A href=#Fl_Menu_Item.argument>argument</A></LI>
<LI><A href=#Fl_Menu_Item.do_callback>do_callback</A></LI>
<LI><A href=#Fl_Menu_Item.shortcut>shortcut</A></LI>
<LI><A href=#Fl_Menu_Item.submenu>submenu</A></LI>
<LI><A href=#Fl_Menu_Item.checkbox>checkbox</A></LI>
</UL>
</TD><TD align=left valign=top>
<UL>
<LI><A href=#Fl_Menu_Item.radio>radio</A></LI>
<LI><A href=#Fl_Menu_Item.value>value</A></LI>
<LI><A href=#Fl_Menu_Item.set>set</A></LI>
<LI><A href=#Fl_Menu_Item.setonly>setonly</A></LI>
<LI><A href=#Fl_Menu_Item.clear>clear</A></LI>
<LI><A href=#Fl_Menu_Item.visible>visible</A></LI>
</UL>
</TD><TD align=left valign=top>
<UL>
<LI><A href=#Fl_Menu_Item.show>show</A></LI>
<LI><A href=#Fl_Menu_Item.hide>hide</A></LI>
<LI><A href=#Fl_Menu_Item.active>active</A></LI>
<LI><A href=#Fl_Menu_Item.activate>activate</A></LI>
<LI><A href=#Fl_Menu_Item.deactivate>deactivate</A></LI>
</UL>
</TD><TD align=left valign=top>
<UL>
<LI><A href=#Fl_Menu_Item.popup>popup</A></LI>
<LI><A href=#Fl_Menu_Item.pulldown>pulldown</A></LI>
<LI><A href=#Fl_Menu_Item.test_shortcut>test_shortcut</A></LI>
<LI><A href=#Fl_Menu_Item.size>size</A></LI>
<LI><A href=#Fl_Menu_Item.next>next</A></LI>
</UL>
</TD></TR>
</TABLE>
</CENTER>
<H4><A name=Fl_Menu_Item.label>const char* Fl_Menu_Item::label() const
<BR> void Fl_Menu_Item::label(const char*)
<BR> void Fl_Menu_Item::label(Fl_Labeltype, const char*)</A></H4>
This is the title of the item. A <TT>NULL</TT> here indicates the end
of the menu (or of a submenu). A '&amp;' in the item will print an
underscore under the next letter, and if the menu is popped up that
letter will be a &quot;shortcut&quot; to pick that item. To get a
real '&amp;' put two
in a row.
<H4><A name=Fl_Menu_Item.labeltype>Fl_Labeltype
Fl_Menu_Item::labeltype() const
<BR> void Fl_Menu_Item::labeltype(Fl_Labeltype)</A></H4>
A <TT>labeltype</TT> identifies a routine that draws the label of the
widget. This can be used for special effects such as emboss, or to use
the <TT>label()</TT> pointer as another form of data such as a bitmap.
The value <TT>FL_NORMAL_LABEL</TT> prints the label as text.
<H4><A name=Fl_Menu_Item.labelcolor>Fl_Color Fl_Menu_Item::labelcolor()
const
<BR> void Fl_Menu_Item::labelcolor(Fl_Color)</A></H4>
This color is passed to the labeltype routine, and is typically the
color of the label text. This defaults to <TT>FL_BLACK</TT>. If this
color is not black fltk will <I>not</I> use overlay bitplanes to draw
the menu - this is so that images put in the menu draw correctly.
<H4><A name=Fl_Menu_Item.labelfont>Fl_Font Fl_Menu_Item::labelfont()
const
<BR> void Fl_Menu_Item::labelfont(Fl_Font)</A></H4>
Fonts are identified by small 8-bit indexes into a table. See the <A href=enumerations.html#Enumerations>
enumeration list</A> for predefined fonts. The default value is a
Helvetica font. The function <A href=functions.html#set_font><TT>
Fl::set_font()</TT></A> can define new fonts.
<H4><A name=Fl_Menu_Item.labelsize>uchar Fl_Menu_Item::labelsize() const
<BR> void Fl_Menu_Item::labelsize(uchar)</A></H4>
Gets or sets the label font pixel size/height.
<H4><A name=Fl_Menu_Item.callback>typedef void
(Fl_Callback)(Fl_Widget*, void*)
<BR> Fl_Callback* Fl_Menu_Item::callback() const
<BR> void Fl_Menu_Item::callback(Fl_Callback*, void* = 0)
<BR> void Fl_Menu_Item::callback(void (*)(Fl_Widget*))</A></H4>
Each item has space for a callback function and an argument for that
function. Due to back compatability, the <TT>Fl_Menu_Item</TT> itself
is not passed to the callback, instead you have to get it by calling <TT>
((Fl_Menu_*)w)-&gt;mvalue()</TT> where <TT>w</TT> is the widget argument.
<H4><A name=Fl_Menu_Item.user_data>void* Fl_Menu_Item::user_data() const
<BR> void Fl_Menu_Item::user_data(void*)</A></H4>
Get or set the <TT>user_data</TT> argument that is sent to the
callback function.
<H4><A name=Fl_Menu_Item.argument>void Fl_Menu_Item::callback(void
(*)(Fl_Widget*, long), long = 0)
<BR> long Fl_Menu_Item::argument() const
<BR> void Fl_Menu_Item::argument(long)</A></H4>
For convenience you can also define the callback as taking a <TT>long</TT>
argument. This is implemented by casting this to a <TT>Fl_Callback</TT>
and casting the <TT>long</TT> to a <TT>void*</TT> and may not be
portable to some machines.
<H4><A name=Fl_Menu_Item.do_callback>void
Fl_Menu_Item::do_callback(Fl_Widget*)
<BR> void Fl_Menu_Item::do_callback(Fl_Widget*, void*)
<BR> void Fl_Menu_Item::do_callback(Fl_Widget*, long)</A></H4>
Call the <TT>Fl_Menu_Item</TT> item's callback, and provide the <TT>
Fl_Widget</TT> argument (and optionally override the user_data()
argument). You must first check that <TT>callback()</TT> is non-zero
before calling this.
<H4><A name=Fl_Menu_Item.shortcut>ulong Fl_Menu_Item::shortcut() const
<BR> void Fl_Menu_Item::shortcut(ulong)</A></H4>
Sets exactly what key combination will trigger the menu item. The
value is a logical 'or' of a key and a set of shift flags, for instance <TT>
FL_ALT+'a'</TT> or <TT>FL_ALT+FL_F+10</TT> or just 'a'. A value of
zero disables the shortcut.
<P>The key can be any value returned by <A href=functions.html#event_key>
<TT>Fl::event_key()</TT></A>, but will usually be an ASCII letter. Use
a lower-case letter unless you require the shift key to be held down. </P>
<P>The shift flags can be any set of values accepted by <A href=events.html#event_state>
<TT>Fl::event_state()</TT></A>. If the bit is on that shift key must
be pushed. Meta, Alt, Ctrl, and Shift must be off if they are not in
the shift flags (zero for the other bits indicates a &quot;don't care&quot;
setting). </P>
<H4><A name=Fl_Menu_Item.submenu>int Fl_Menu_Item::submenu() const</A></H4>
Returns true if either <TT>FL_SUBMENU</TT> or <TT>FL_SUBMENU_POINTER</TT>
is on in the flags. <TT>FL_SUBMENU</TT> indicates an embedded submenu
that goes from the next item through the next one with a <TT>NULL</TT>
<TT>label()</TT>. <TT>FL_SUBMENU_POINTER</TT> indicates that <TT>user_data()</TT>
is a pointer to another menu array.
<H4><A name=Fl_Menu_Item.checkbox>int Fl_Menu_Item::checkbox() const</A></H4>
Returns true if a checkbox will be drawn next to this item. This is
true if <TT>FL_MENU_TOGGLE</TT> or <TT>FL_MENU_RADIO</TT> is set in the
flags.
<H4><A name=Fl_Menu_Item.radio>int Fl_Menu_Item::radio() const</A></H4>
Returns true if this item is a radio item. When a radio button is
selected all &quot;adjacent&quot; radio buttons are turned off. A set of radio
items is delimited by an item that has <TT>radio()</TT> false, or by an
item with <TT>FL_MENU_DIVIDER</TT> turned on.
<H4><A name=Fl_Menu_Item.value>int Fl_Menu_Item::value() const</A></H4>
Returns the current value of the check or radio item.
<H4><A name=Fl_Menu_Item.set>void Fl_Menu_Item::set()</A></H4>
Turns the check or radio item &quot;on&quot; for the menu item. Note that this
does not turn off any adjacent radio items like <TT>set_only()</TT>
does.
<H4><A name=Fl_Menu_Item.setonly>void Fl_Menu_Item::setonly()</A></H4>
Turns the radio item &quot;on&quot; for the menu item and turns off adjacent
radio item.
<H4><A name=Fl_Menu_Item.clear>void Fl_Menu_Item::clear()</A></H4>
Turns the check or radio item &quot;off&quot; for the menu item.
<H4><A name=Fl_Menu_Item.visible>int Fl_Menu_Item::visible() const</A></H4>
Gets the visibility of an item.
<H4><A name=Fl_Menu_Item.show>void Fl_Menu_Item::show()</A></H4>
Makes an item visible in the menu.
<H4><A name=Fl_Menu_Item.hide>void Fl_Menu_Item::hide()</A></H4>
Hides an item in the menu.
<H4><A name=Fl_Menu_Item.active>int Fl_Menu_Item::active() const</A></H4>
Get whether or not the item can be picked.
<H4><A name=Fl_Menu_Item.activate>void Fl_Menu_Item::activate()</A></H4>
Allows a menu item to be picked.
<H4><A name=Fl_Menu_Item.deactivate>void Fl_Menu_Item::deactivate()</A></H4>
Prevents a menu item from being picked. Note that this will also cause
the menu item to appear grayed-out.
<H4><A name=Fl_Menu_Item.popup>const Fl_Menu_Item
*Fl_Menu_Item::popup(int X, int Y, const char* title = 0, const
Fl_Menu_Item* picked = 0, const Fl_Menu_* button = 0) const</A></H4>
This method is called by widgets that want to display menus. The menu
stays up until the user picks an item or dismisses it. The selected
item (or <TT>NULL</TT> if none) is returned. <I>This does not do the
callbacks or change the state of check or radio items.</I>
<P><TT>X,Y</TT> is the position of the mouse cursor, relative to the
window that got the most recent event (usually you can pass <TT>
Fl::event_x()</TT> and <TT>Fl::event_y()</TT> unchanged here). </P>
<P><TT>title</TT> is a character string title for the menu. If
non-zero a small box appears above the menu with the title in it. </P>
<P>The menu is positioned so the cursor is centered over the item <TT>
picked</TT>. This will work even if <TT>picked</TT> is in a submenu.
If <TT>picked</TT> is zero or not in the menu item table the menu is
positioned with the cursor in the top-left corner. </P>
<P><TT>button</TT> is a pointer to an <A href=Fl_Menu_.html#Fl_Menu_><TT>
Fl_Menu_</TT></A> from which the color and boxtypes for the menu are
pulled. If <TT>NULL</TT> then defaults are used. </P>
<H4><A name=Fl_Menu_Item.pulldown>const Fl_Menu_Item
*Fl_Menu_Item::pulldown(int X, int Y, int W, int H, const Fl_Menu_Item*
picked = 0, const Fl_Menu_* button = 0, const Fl_Menu_Item* title = 0,
int menubar=0) const</A></H4>
<TT>pulldown()</TT> is similar to <TT>popup()</TT>, but a rectangle is
provided to position the menu. The menu is made at least <TT>W</TT>
wide, and the <TT>picked</TT> item is centered over the rectangle
(like <TT>Fl_Choice</TT> uses). If <TT>picked</TT> is zero or not
found, the menu is aligned just below the rectangle (like a pulldown
menu).
<P>The <TT>title</TT> and <TT>menubar</TT> arguments are used
internally by the <TT>Fl_Menu_Bar</TT> widget. </P>
<H4><A name=Fl_Menu_Item.test_shortcut>const Fl_Menu_Item*
Fl_Menu_Item::test_shortcut() const</A></H4>
This is designed to be called by a widgets <TT>handle()</TT> method in
response to a <TT>FL_SHORTCUT</TT> event. If the current event matches
one of the items shortcut, that item is returned. If the keystroke
does not match any shortcuts then <TT>NULL</TT> is returned. This only
matches the <TT>shortcut()</TT> fields, not the letters in the title
preceeded by '
<H4><A name=Fl_Menu_Item.size>int Fl_Menu_Item::size()</A></H4>
Returns the number of Fl_Menu_Item structures that make up this menu,
correctly counting submenus. This includes the "terminator" item at
the end. So to copy a menu you need to copy
<tt>size()*sizeof(Fl_Menu_Item)</tt> bytes.
<H4><A name=Fl_Menu_Item.next>const Fl_Menu_Item*
Fl_Menu_Item::next(int n=1) const
<BR> Fl_Menu_Item* Fl_Menu_Item::next(int n=1);</A></H4>
Advance a pointer by <TT>n</TT> items through a menu array, skipping
the contents of submenus and invisible items. There are two calls so
that you can advance through const and non-const data. </BODY></HTML>