f55b412582
git-svn-id: file:///fltk/svn/fltk/branches/branch-1.1@5434 ea41ed52-d2ee-0310-a9c1-e6b18d33e121
975 lines
36 KiB
HTML
975 lines
36 KiB
HTML
<HTML>
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<BODY>
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<H1><A NAME="drawing">5 - Drawing Things in FLTK</A></H1>
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<P>This chapter covers the drawing functions that are provided with FLTK.
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<H2>When Can You Draw Things in FLTK?</H2>
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<P>There are only certain places you can execute drawing code in FLTK.
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Calling these functions at other places will result in undefined
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behavior!
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<UL>
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<LI>The most common place is inside the virtual method
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<A
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href="subclassing.html#draw"><TT>Fl_Widget::draw()</TT></A>.
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To write code here, you must subclass one of the
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existing <TT>Fl_Widget</TT> classes and implement your
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own version of <TT>draw()</TT>.</LI>
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<LI>You can also write <A
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href="common.html#boxtypes">boxtypes</A> and <A
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href="common.html#labeltypes">labeltypes</A>. These are
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small procedures that can be called by existing <A
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HREF="subclassing.html#draw"><TT>Fl_Widget::draw()</TT></A>
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methods. These "types" are identified by an
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8-bit index that is stored in the widget's
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<TT>box()</TT>, <TT>labeltype()</TT>, and possibly other
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properties.</LI>
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<LI>You can call <A
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href="Fl_Window.html#Fl_Window.make_current"><TT>Fl_Window::make_current()</TT></A>
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to do incremental update of a widget. Use <A
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href=Fl_Widget.html#Fl_Widget.window><TT>Fl_Widget::window()</TT></A>
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to find the window.</LI>
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</UL>
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<H2>FLTK Drawing Functions</H2>
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<P>To use the drawing functions you must first include the
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<TT><FL/fl_draw.H></TT> header file. FLTK provides the
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following types of drawing functions:
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<UL>
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<LI><A href="#boxdraw">Boxes</A></LI>
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<LI><A href="#clipping">Clipping</A></LI>
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<LI><A href="#colors">Colors</A></LI>
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<LI><A href="#lines">Line dashes and thickness</A></LI>
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<LI><A href="#fast">Fast Shapes</A></LI>
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<LI><A href="#complex">Complex Shapes</A></LI>
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<LI><A href="#text">Text</A></LI>
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<LI><A href="#images">Images</A></LI>
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<LI><A href="#overlay">Overlay</A></LI>
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<LI><A href="#offscreen">Offscreen Drawing</A></LI>
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</UL>
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<H3><A name="boxdraw">Boxes</A></H3>
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<P>FLTK provides three functions that can be used to draw boxes
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for buttons and other UI controls. Each function uses the
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supplied upper-lefthand corner and width and height to determine
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where to draw the box.
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<H4><A NAME="fl_draw_box">void fl_draw_box(Fl_Boxtype b, int x, int y, int w, int h, Fl_Color c);</A></H4>
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<P>The first box drawing function is <CODE>fl_draw_box()</CODE>
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which draws a standard boxtype <CODE>c</CODE> in the specified
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color <CODE>c</CODE>.
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<H4><A NAME="fl_frame">void fl_frame(const char *s, int x, int y, int w, int h);</A></H4>
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<P>The <CODE>fl_frame()</CODE> function draws a series of line
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segments around the given box. The string <CODE>s</CODE> must
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contain groups of 4 letters which specify one of 24 standard
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grayscale values, where 'A' is black and 'X' is white. The order
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of each set of 4 characters is: top, left, bottom, right. The
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results of calling <CODE>fl_frame()</CODE> with a string that is
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not a multiple of 4 characters in length are undefined.
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<P>The only difference between this function and
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<CODE>fl_frame2()</CODE> is the order of the line segments.
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<P>See also: <A HREF="common.html#fl_frame">fl_frame boxtype</A>.
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<H4><A NAME="fl_frame2">void fl_frame2(const char *s, int x, int y, int w, int h);</A></H4>
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<P>The <CODE>fl_frame2()</CODE> function draws a series of line
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segments around the given box. The string <CODE>s</CODE> must
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contain groups of 4 letters which specify one of 24 standard
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grayscale values, where 'A' is black and 'X' is white. The order
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of each set of 4 characters is: bottom, right, top, left. The
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results of calling <CODE>fl_frame2()</CODE> with a string that is
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not a multiple of 4 characters in length are undefined.
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<P>The only difference between this function and
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<CODE>fl_frame()</CODE> is the order of the line segments.
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<H3><A name="clipping">Clipping</A></H3>
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<P>You can limit all your drawing to a rectangular region by calling
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<TT>fl_push_clip</TT>, and put the drawings back by using <TT>fl_pop_clip</TT>.
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This rectangle is measured in pixels and is unaffected by the current
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transformation matrix.
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<P>In addition, the system may provide clipping when updating windows
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which may be more complex than a simple rectangle.</P>
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<H4><A name="fl_push_clip">void fl_clip(int x, int y, int w, int h)</A><BR>
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void fl_push_clip(int x, int y, int w, int h)</H4>
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<P>Intersect the current clip region with a rectangle and push this new
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region onto the stack. The <CODE>fl_clip()</CODE> name is deprecated and
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will be removed from future releases.
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<H4><A NAME=fl_push_no_clip>void fl_push_no_clip()</A></H4>
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<P>Pushes an empty clip region on the stack so nothing will be clipped.
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<H4><A NAME=fl_pop_clip>void fl_pop_clip()</A></H4>
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<P>Restore the previous clip region.
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<CENTER><TABLE WIDTH="80%" BORDER="1" CELLPADDING="5" CELLSPACING="0" BGCOLOR="#cccccc">
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<TR>
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<TD><B>Note:</B>
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<P>You must call <TT>fl_pop_clip()</TT> once for every
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time you call <TT>fl_push_clip()</TT>. If you return to FLTK
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with the clip stack not empty unpredictable results
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occur.
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</TD>
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</TR>
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</TABLE></CENTER>
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<H4><A NAME=fl_not_clipped>int fl_not_clipped(int x, int y, int w, int h)</A></H4>
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<P>Returns non-zero if any of the rectangle intersects the current clip
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region. If this returns 0 you don't have to draw the object.
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<CENTER><TABLE WIDTH="80%" BORDER="1" CELLPADDING="5" CELLSPACING="0" BGCOLOR="#cccccc">
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<TR>
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<TD><B>Note:</B>
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<P>Under X this returns 2 if the rectangle is partially
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clipped, and 1 if it is entirely inside the clip region.
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</TD>
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</TR>
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</TABLE></CENTER>
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<H4><A NAME=fl_clip_box>int fl_clip_box(int x, int y, int w, int h, int &X, int &Y, int &W,
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int &H)</A></H4>
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<P>Intersect the rectangle <TT>x,y,w,h</TT> with the current
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clip region and returns the bounding box of the result in
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<TT>X,Y,W,H</TT>. Returns non-zero if the resulting rectangle is
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different than the original. This can be used to limit the
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necessary drawing to a rectangle. <TT>W</TT> and <TT>H</TT> are
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set to zero if the rectangle is completely outside the region.
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<H4><A NAME=fl_clip_region>void fl_clip_region(Fl_Region r)
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<BR>Fl_Region fl_clip_region()</A></H4>
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<P>Replace the top of the clip stack with a clipping region of any shape.
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Fl_Region is an operating system specific type. The second form returns
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the current clipping region.
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<H3><A name="colors">Colors</A></H3>
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<P>FLTK manages colors as 32-bit unsigned integers. Values from
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0 to 255 represent colors from the FLTK 1.0.x standard colormap
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and are allocated as needed on screens without TrueColor
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support. The <TT>Fl_Color</TT> enumeration type defines the
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standard colors and color cube for the first 256 colors. All of
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these are named with symbols in <A
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href="enumerations.html#colors"><TT><FL/Enumerations.H></TT></A>.
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<P>Color values greater than 255 are treated as 24-bit RGB
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values. These are mapped to the closest color supported by the
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screen, either from one of the 256 colors in the FLTK 1.0.x
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colormap or a direct RGB value on TrueColor screens. You can
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generate 24-bit RGB color values using the <A
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HREF="functions.html#fl_rgb_color"><TT>fl_rgb_color()</TT></A>
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function.
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<H4><A name="fl_color">void fl_color(Fl_Color)</A></H4>
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<P>Sets the color for all subsequent drawing operations.
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<P>For colormapped displays, a color cell will be allocated out
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of <TT>fl_colormap</TT> the first time you use a color. If the
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colormap fills up then a least-squares algorithm is used to find
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the closest color.</P>
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<H4>Fl_Color fl_color()</H4>
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<P>Returns the last <TT>fl_color()</TT> that was set. This can
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be used for state save/restore.
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<H4>void fl_color(uchar r, uchar g, uchar b)</H4>
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<P>Set the color for all subsequent drawing operations. The
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closest possible match to the RGB color is used. The RGB color
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is used directly on TrueColor displays. For colormap visuals the
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nearest index in the gray ramp or color cube is used.
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<h3><A name="lines">Line Dashes and Thickness</a></h3>
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<P>FLTK supports drawing of lines with different styles and
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widths. Full functionality is not available under Windows 95, 98,
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and Me due to the reduced drawing functionality these operating
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systems provide.
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<h4>void fl_line_style(int style, int width=0, char* dashes=0)</h4>
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<P>Set how to draw lines (the "pen"). If you change this it is your
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responsibility to set it back to the default with
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<tt>fl_line_style(0)</tt>.
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<CENTER><TABLE WIDTH="80%" BORDER="1" CELLPADDING="5" CELLSPACING="0" BGCOLOR="#cccccc">
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<TR>
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<TD><B>Note:</B>
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<P>Because of how line styles are implemented on WIN32
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systems, you <I>must</I> set the line style <I>after</I>
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setting the drawing color. If you set the color after
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the line style you will lose the line style settings!
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</TD>
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</TR>
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</TABLE></CENTER>
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<P><i>style</i> is a bitmask which is a bitwise-OR of the following
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values. If you don't specify a dash type you will get a solid
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line. If you don't specify a cap or join type you will get a
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system-defined default of whatever value is fastest.
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<ul>
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<li><tt>FL_SOLID -------</tt>
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<li><tt>FL_DASH - - - -</tt>
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<li><tt>FL_DOT .......</tt>
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<li><tt>FL_DASHDOT - . - .</tt>
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<li><tt>FL_DASHDOTDOT - .. -</tt>
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<li><tt>FL_CAP_FLAT</tt>
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<li><tt>FL_CAP_ROUND</tt>
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<li><tt>FL_CAP_SQUARE</tt> (extends past end point 1/2 line width)
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<li><tt>FL_JOIN_MITER</tt> (pointed)
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<li><tt>FL_JOIN_ROUND</tt>
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<li><tt>FL_JOIN_BEVEL</tt> (flat)
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</ul>
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<P><i>width</i> is the number of pixels thick to draw the lines.
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Zero results in the system-defined default, which on both X and
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Windows is somewhat different and nicer than 1.
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<!-- NEED 4in -->
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<P><i>dashes</i> is a pointer to an array of dash lengths, measured in
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pixels. The first location is how long to draw a solid portion, the
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next is how long to draw the gap, then the solid, etc. It is
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terminated with a zero-length entry. A <TT>NULL</TT> pointer or a zero-length
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array results in a solid line. Odd array sizes are not supported and
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result in undefined behavior.
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<CENTER><TABLE WIDTH="80%" BORDER="1" CELLPADDING="5" CELLSPACING="0" BGCOLOR="#cccccc">
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<TR>
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<TD><B>Note:</B>
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<P>The dashes array does not work under Windows 95, 98,
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or Me, since those operating systems do not support
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complex line styles.
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</TD>
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</TR>
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</TABLE></CENTER>
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<H3><A name="fast">Drawing Fast Shapes</A></H3>
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<P>These functions are used to draw almost all the FLTK widgets.
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They draw on exact pixel boundaries and are as fast as possible.
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Their behavior is duplicated exactly on all platforms FLTK is
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ported. It is undefined whether these are affected by the <A
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href="#complex">transformation matrix</A>, so you should only
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call these while the matrix is set to the identity matrix (the
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default).
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<H4><A NAME=fl_point>void fl_point(int x, int y)</A></H4>
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<P>Draw a single pixel at the given coordinates.
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<H4><A NAME=fl_rectf>void fl_rectf(int x, int y, int w, int h)
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<BR>void fl_rectf(int x, int y, int w, int h)</A></H4>
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<P>Color a rectangle that exactly fills the given bounding box.
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<H4>void fl_rectf(int x, int y, int w, int h, uchar r, uchar g, uchar b)</H4>
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<P>Color a rectangle with "exactly" the passed
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<TT>r,g,b</TT> color. On screens with less than 24 bits of
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color this is done by drawing a solid-colored block using <A
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href="#fl_draw_image"><TT>fl_draw_image()</TT></A> so that
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the correct color shade is produced.
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<H4><A NAME=fl_rect>void fl_rect(int x, int y, int w, int h)
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<BR>void fl_rect(int x, int y, int w, int h, Fl_Color c)</A></H4>
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<P>Draw a 1-pixel border <I>inside</I> this bounding box.
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<H4><A NAME=fl_line>void fl_line(int x, int y, int x1, int y1)
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<BR>void fl_line(int x, int y, int x1, int y1, int x2, int y2)</A></H4>
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<P>Draw one or two lines between the given points.
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<H4><A NAME=fl_loop>void fl_loop(int x, int y, int x1, int y1, int x2, int y2)
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<BR>void fl_loop(int x, int y, int x1, int y1, int x2, int y2, int x3,
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int y3)</A></H4>
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<P>Outline a 3 or 4-sided polygon with lines.
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<H4><A NAME=fl_polygon>void fl_polygon(int x, int y, int x1, int y1, int x2, int y2)
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<BR>void fl_polygon(int x, int y, int x1, int y1, int x2, int y2, int
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x3, int y3)</A></H4>
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<P>Fill a 3 or 4-sided polygon. The polygon must be convex.
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<H4><A NAME=fl_xyline>void fl_xyline(int x, int y, int x1)
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<BR>void fl_xyline(int x, int y, int x1, int y2)
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<BR>void fl_xyline(int x, int y, int x1, int y2, int x3)</A></H4>
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<P>Draw horizontal and vertical lines. A horizontal line is
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drawn first, then a vertical, then a horizontal.
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<H4><A NAME=fl_yxline>void fl_yxline(int x, int y, int y1)
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<BR>void fl_yxline(int x, int y, int y1, int x2)
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<BR>void fl_yxline(int x, int y, int y1, int x2, int y3)</A></H4>
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<P>Draw vertical and horizontal lines. A vertical line is drawn
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first, then a horizontal, then a vertical.
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<H4><A NAME=fl_pie>void fl_arc(int x, int y, int w, int h, double a1, double a2)
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<BR>void fl_pie(int x, int y, int w, int h, double a1, double a2)</A></H4>
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<P>Draw ellipse sections using integer coordinates. These
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functions match the rather limited circle drawing code provided
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by X and WIN32. The advantage over using <A
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href="#fl_arc"><TT>fl_arc</TT></A> with floating point
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coordinates is that they are faster because they often use the
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hardware, and they draw much nicer small circles, since the
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small sizes are often hard-coded bitmaps.
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<P>If a complete circle is drawn it will fit inside the passed bounding
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box. The two angles are measured in degrees counterclockwise from
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3'oclock and are the starting and ending angle of the arc, <TT>a2</TT>
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must be greater or equal to <TT>a1</TT>.</P>
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<P><TT>fl_arc()</TT> draws a series of lines to approximate the arc.
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Notice that the integer version of <TT>fl_arc()</TT> has a different
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number of arguments than the <A href="#fl_arc"><TT>fl_arc()</TT></A>
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function described later in this chapter.</P>
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<P><TT>fl_pie()</TT> draws a filled-in pie slice. This slice may
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extend outside the line drawn by <TT>fl_arc</TT>; to avoid this
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use <TT>w - 1</TT> and <TT>h - 1</TT>.</P>
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<h4><a name=fl_scroll>void fl_scroll(int X, int Y, int W, int H, int dx, int dy,
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void (*draw_area)(void*, int,int,int,int), void* data)</a></h4>
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<P>Scroll a rectangle and draw the newly exposed portions. The contents
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of the rectangular area is first shifted by <tt>dx</tt> and
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<tt>dy</tt> pixels. The callback is then called for every newly
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exposed rectangular area,
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<H3><A name="complex">Drawing Complex Shapes</A></H3>
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<P>The complex drawing functions let you draw arbitrary shapes
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with 2-D linear transformations. The functionality matches that
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found in the Adobe® PostScript<SUP>TM</SUP> language. The
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exact pixels that are filled are less defined than for the fast
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drawing functions so that FLTK can take advantage of drawing
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hardware. On both X and WIN32 the transformed vertices are
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rounded to integers before drawing the line segments: this
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severely limits the accuracy of these functions for complex
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graphics, so use OpenGL when greater accuracy and/or performance
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is required.
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<H4><A NAME=fl_push_matrix>void fl_push_matrix()
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<BR>void fl_pop_matrix()</A></H4>
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<P>Save and restore the current transformation. The maximum
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depth of the stack is 4.
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<H4><A NAME=fl_scale>void fl_scale(float x, float y)
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<BR>void fl_scale(float x)
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<BR>void fl_translate(float x, float y)
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<BR>void fl_rotate(float d)
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<BR>void fl_mult_matrix(float a, float b, float c, float d, float
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x, float y)</A></H4>
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<P>Concatenate another transformation onto the current one. The rotation
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angle is in degrees (not radians) and is counter-clockwise.
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<H4><A NAME=fl_transform>double fl_transform_x(double x, double y)
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<BR>double fl_transform_y(double x, double y)
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<BR>double fl_transform_dx(double x, double y)
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<BR>double fl_transform_dy(double x, double y)
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<BR>void fl_transformed_vertex(double xf, double yf)</A></H4>
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|
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<P>Transform a coordinate or a distance trough the current transformation matrix.
|
|
After transforming a coordinate pair, it can be added to the vertex
|
|
list without any forther translations using <tt>fl_transformed_vertex</tt>.
|
|
|
|
<H4><A NAME=fl_begin_points>void fl_begin_points()
|
|
<BR>void fl_end_points()</A></H4>
|
|
|
|
<P>Start and end drawing a list of points. Points are added to
|
|
the list with <tt>fl_vertex</tt>.
|
|
|
|
<H4><A NAME=fl_begin_line>void fl_begin_line()
|
|
<BR>void fl_end_line()</A></H4>
|
|
|
|
<P>Start and end drawing lines.
|
|
|
|
<H4><A NAME=fl_begin_loop>void fl_begin_loop()
|
|
<BR> void fl_end_loop()</A></H4>
|
|
|
|
<P>Start and end drawing a closed sequence of lines.
|
|
|
|
<H4><A NAME= fl_begin_polygon>void fl_begin_polygon()
|
|
<BR>void fl_end_polygon()</A></H4>
|
|
|
|
<P>Start and end drawing a convex filled polygon.
|
|
|
|
<H4><A NAME=fl_begin_complex_polygon>void fl_begin_complex_polygon()
|
|
<BR>void fl_gap()
|
|
<BR>void fl_end_complex_polygon()</A></H4>
|
|
|
|
<P>Start and end drawing a complex filled polygon. This polygon
|
|
may be concave, may have holes in it, or may be several
|
|
disconnected pieces. Call <TT>fl_gap()</TT> to seperate loops of
|
|
the path. It is unnecessary but harmless to call
|
|
<TT>fl_gap()</TT> before the first vertex, after the last one,
|
|
or several times in a row.
|
|
|
|
<CENTER><TABLE WIDTH="80%" BORDER="1" CELLPADDING="5" CELLSPACING="0" BGCOLOR="#cccccc">
|
|
<TR>
|
|
<TD><B>Note:</B>
|
|
|
|
<P>For portability, you should only draw polygons that
|
|
appear the same whether "even/odd" or
|
|
"non-zero" winding rules are used to fill
|
|
them. Holes should be drawn in the opposite direction of
|
|
the outside loop.
|
|
|
|
</TD>
|
|
</TR>
|
|
</TABLE></CENTER>
|
|
|
|
<P><TT>fl_gap()</TT> should only be called between <TT>
|
|
fl_begin_complex_polygon()</TT> and
|
|
<TT>fl_end_complex_polygon()</TT>. To outline the polygon, use
|
|
<TT>fl_begin_loop()</TT> and replace each <TT>fl_gap()</TT> with
|
|
<TT>fl_end_loop();fl_begin_loop()</TT>.</P>
|
|
|
|
<H4><A NAME=fl_vertex>void fl_vertex(float x, float y)</A></H4>
|
|
Add a single vertex to the current path.
|
|
|
|
<H4><A NAME=fl_curve>void fl_curve(float x, float y, float x1, float y1, float x2, float
|
|
y2, float x3, float y3)</A></H4>
|
|
|
|
<P>Add a series of points on a Bezier curve to the path. The curve ends
|
|
(and two of the points) are at <TT>x,y</TT> and <TT>x3,y3</TT>.
|
|
|
|
<H4><A NAME="fl_arc">void fl_arc(float x, float y, float r, float start, float end)</A></H4>
|
|
|
|
<P>Add a series of points to the current path on the arc of a
|
|
circle; you can get elliptical paths by using scale and rotate
|
|
before calling <TT>fl_arc()</TT>. <TT>x,y</TT> are the center of
|
|
the circle, and <TT>r</TT> is its radius. <TT>fl_arc()</TT>
|
|
takes <TT>start</TT> and <TT>end</TT> angles that are measured
|
|
in degrees counter-clockwise from 3 o'clock. If <TT>end</TT> is
|
|
less than <TT>start</TT> then it draws the arc in a clockwise
|
|
direction.
|
|
|
|
<H4><A NAME=fl_circle>void fl_circle(float x, float y, float r)</A></H4>
|
|
|
|
<P><TT>fl_circle()</TT> is equivalent to <TT>fl_arc(...,0,360)</TT> but
|
|
may be faster. It must be the <I>only</I> thing in the path: if you
|
|
want a circle as part of a complex polygon you must use <TT>fl_arc()</TT>.
|
|
|
|
<CENTER><TABLE WIDTH="80%" BORDER="1" CELLPADDING="5" CELLSPACING="0" BGCOLOR="#cccccc">
|
|
<TR>
|
|
<TD><B>Note:</B>
|
|
|
|
<P><TT>fl_circle()</TT> draws incorrectly if the
|
|
transformation is both rotated and non-square scaled.
|
|
|
|
</TD>
|
|
</TR>
|
|
</TABLE></CENTER>
|
|
|
|
<H3><A name="text">Drawing Text</A></H3>
|
|
|
|
<P>All text is drawn in the <A href="#fl_font">current font</A>.
|
|
It is undefined whether this location or the characters are
|
|
modified by the current transformation.
|
|
|
|
<H4><A NAME=fl_draw>void fl_draw(const char *, int x, int y)
|
|
<BR>void fl_draw(const char *, int n, int x, int y)</A></H4>
|
|
|
|
<P>Draw a nul-terminated string or an array of <TT>n</TT> characters
|
|
starting at the given location. Text is aligned to the left and to
|
|
the baseline of the font. To align to the bottom, subtract fl_descent() from
|
|
<i>y</i>. To align to the top, subtract fl_descent() and add fl_height().
|
|
This version of fl_draw provides direct access to
|
|
the text drawing function of the underlying OS. It does not apply any
|
|
special handling to control characters.
|
|
|
|
<H4>void fl_draw(const char *, int x, int y, int w, int h,
|
|
Fl_Align align, Fl_Image *img = 0, int draw_symbols = 1)</H4>
|
|
|
|
<P>Fancy string drawing function which is used to draw all the
|
|
labels. The string is formatted and aligned inside the passed
|
|
box. Handles '\t' and '\n', expands all other control
|
|
characters to ^X, and aligns inside or against the edges of the
|
|
box described by <i>x</i>, <i>y</i>, <i>w</i> and <i>h</i>. See <A
|
|
href="Fl_Widget.html#Fl_Widget.align"><TT>Fl_Widget::align()</TT></A>
|
|
for values for <TT>align</TT>. The value
|
|
<TT>FL_ALIGN_INSIDE</TT> is ignored, as this function always
|
|
prints inside the box.
|
|
|
|
<P>If <TT>img</TT> is provided and is not <TT>NULL</TT>, the
|
|
image is drawn above or below the text as specified by the
|
|
<TT>align</TT> value.
|
|
|
|
<P>The <TT>draw_symbols</TT> argument specifies whether or not
|
|
to look for symbol names starting with the "@" character.
|
|
|
|
<P>The text length is limited to 1024 caracters per line.
|
|
|
|
<H4><A NAME=fl_measure>void fl_measure(const char *, int &w,
|
|
int &h, int draw_symbols = 1)</A></H4>
|
|
|
|
<P>Measure how wide and tall the string will be when printed by
|
|
the <TT>fl_draw(...align)</TT> function. If the incoming
|
|
<TT>w</TT> is non-zero it will wrap to that width.
|
|
|
|
<H4><A NAME=fl_height>int fl_height()</A></H4>
|
|
|
|
<P>Recommended minimum line spacing for the current font. You
|
|
can also just use the value of <TT>size</TT> passed to <A
|
|
href=#fl_font><TT>fl_font()</TT></A>.
|
|
|
|
<H4><A NAME=fl_descent>int fl_descent()</A></H4>
|
|
|
|
<P>Recommended distance above the bottom of a
|
|
<TT>fl_height()</TT> tall box to draw the text at so it looks
|
|
centered vertically in that box.
|
|
|
|
<H4><A NAME=fl_width>float fl_width(const char*)
|
|
<BR>float fl_width(const char*, int n)
|
|
<BR>float fl_width(uchar)</A></H4>
|
|
|
|
<P>Return the pixel width of a nul-terminated string, a sequence of <TT>n</TT>
|
|
characters, or a single character in the current font.
|
|
|
|
<H4><A NAME=fl_shortcut_label>const char *fl_shortcut_label(ulong)</A></H4>
|
|
|
|
<P>Unparse a shortcut value as used by <A
|
|
href="Fl_Button.html#Fl_Button.shortcut"><TT>Fl_Button</TT></A>
|
|
or <A
|
|
href="Fl_Menu_Item.html#Fl_Menu_Item"><TT>Fl_Menu_Item</TT></A>
|
|
into a human-readable string like "Alt+N". This only
|
|
works if the shortcut is a character key or a numbered function
|
|
key. If the shortcut is zero an empty string is returned. The
|
|
return value points at a static buffer that is overwritten with
|
|
each call.
|
|
|
|
<H3><A name="fonts">Fonts</A></H3>
|
|
|
|
<P>FLTK supports a set of standard fonts based on the Times,
|
|
Helvetica/Arial, Courier, and Symbol typefaces, as well as
|
|
custom fonts that your application may load. Each font is
|
|
accessed by an index into a font table.
|
|
|
|
<P>Initially only the first 16 faces are filled in. There are
|
|
symbolic names for them: <TT>FL_HELVETICA</TT>,
|
|
<TT>FL_TIMES</TT>, <TT>FL_COURIER</TT>, and modifier values
|
|
<TT>FL_BOLD</TT> and <TT>FL_ITALIC</TT> which can be added to
|
|
these, and <TT>FL_SYMBOL</TT> and <TT>FL_ZAPF_DINGBATS</TT>.
|
|
Faces greater than 255 cannot be used in <TT>Fl_Widget</TT>
|
|
labels, since <TT>Fl_Widget</TT> stores the index as a byte.</P>
|
|
|
|
<H4><A name="fl_font">void fl_font(int face, int size)</A></H4>
|
|
|
|
<P>Set the current font, which is then used by the routines
|
|
described above. You may call this outside a draw context if
|
|
necessary to call <TT>fl_width()</TT>, but on X this will open
|
|
the display.
|
|
|
|
<P>The font is identified by a <TT>face</TT> and a
|
|
<TT>size</TT>. The size of the font is measured in
|
|
<TT>pixels</TT> and not "points". Lines should be spaced
|
|
<TT>size</TT> pixels apart or more.</P>
|
|
|
|
<H4><A NAME=fl_size>int fl_font()
|
|
<BR>int fl_size()</A></H4>
|
|
|
|
<P>Returns the face and size set by the most recent call to
|
|
<TT>fl_font(a,b)</TT>. This can be used to save/restore the
|
|
font.
|
|
|
|
<H3><A NAME=character_encoding>Character Encoding</A></H3>
|
|
|
|
<P>FLTK 1 supports western character sets using the eight bit encoding
|
|
of the user-selected global code page. For MS Windows and X11, the code
|
|
page is assumed to be Windows-1252/Latin1, a superset to ISO 8859-1.
|
|
On Mac OS X, we assume MacRoman.
|
|
|
|
<P>FLTK provides the functions <tt>fl_latin1_to_local</tt>,
|
|
<tt>fl_local_to_latin1</tt>, <tt>fl_mac_roman_to_local</tt>, and
|
|
<tt>fl_local_to_mac_roman</tt> to convert strings between both
|
|
encodings. These functions are only required if your source
|
|
code contains "C"-strings with international characters and
|
|
if this source will be compiled on multiple platforms.
|
|
|
|
<P>Assuming that the following source code was written on MS Windows,
|
|
this example will output the correct label on OS X and X11 as well.
|
|
Without the conversion call, the label on OS X would read
|
|
<tt>Fahrvergn¸gen</tt> with a deformed umlaut u.
|
|
<PRE>
|
|
btn = new Fl_Button(10, 10, 300, 25);
|
|
btn->copy_label(fl_latin1_to_local("Fahrvergnügen"));
|
|
</PRE>
|
|
|
|
<P>If your application uses characters that are not part of both
|
|
encodings, or it will be used in areas that commonly use different
|
|
code pages, yoou might consider upgrading to FLTK 2 which supports
|
|
UTF-8 encoding.
|
|
|
|
<H3><A name="overlay">Drawing Overlays</A></H3>
|
|
|
|
<P>These functions allow you to draw interactive selection rectangles
|
|
without using the overlay hardware. FLTK will XOR a single rectangle
|
|
outline over a window.
|
|
|
|
<H4>void fl_overlay_rect(int x, int y, int w, int h);
|
|
<BR>void fl_overlay_clear();</H4>
|
|
|
|
<P><TT>fl_overlay_rect()</TT> draws a selection rectangle, erasing any
|
|
previous rectangle by XOR'ing it first. <TT>fl_overlay_clear()</TT>
|
|
will erase the rectangle without drawing a new one.
|
|
|
|
<P>Using these functions is tricky. You should make a widget
|
|
with both a <TT>handle()</TT> and <TT>draw()</TT> method.
|
|
<TT>draw()</TT> should call <TT>fl_overlay_clear()</TT> before
|
|
doing anything else. Your <TT>handle()</TT> method should call
|
|
<TT>window()->make_current()</TT> and then
|
|
<TT>fl_overlay_rect()</TT> after <TT>FL_DRAG</TT> events, and
|
|
should call <TT>fl_overlay_clear()</TT> after a
|
|
<TT>FL_RELEASE</TT> event.</P>
|
|
|
|
<H2><A name="images">Drawing Images</A></H2>
|
|
|
|
<P>To draw images, you can either do it directly from data in
|
|
your memory, or you can create a <A
|
|
href="#Fl_Image"><TT>Fl_Image</TT></A> object. The advantage of
|
|
drawing directly is that it is more intuitive, and it is faster
|
|
if the image data changes more often than it is redrawn. The
|
|
advantage of using the object is that FLTK will cache translated
|
|
forms of the image (on X it uses a server pixmap) and thus
|
|
redrawing is <I>much</I> faster.
|
|
|
|
<H3>Direct Image Drawing</H3>
|
|
|
|
<P>The behavior when drawing images when the current
|
|
transformation matrix is not the identity is not defined, so you
|
|
should only draw images when the matrix is set to the identity.
|
|
|
|
<H4><A NAME="fl_draw_image">void fl_draw_image(const uchar *, int X, int Y, int W, int H, int D
|
|
= 3, int LD = 0)
|
|
<BR>void fl_draw_image_mono(const uchar *, int X, int Y, int W, int H,
|
|
int D = 1, int LD = 0)</A></H4>
|
|
|
|
<P>Draw an 8-bit per color RGB or luminance image. The pointer
|
|
points at the "r" data of the top-left pixel. Color
|
|
data must be in <TT>r,g,b</TT> order. <TT>X,Y</TT> are where to
|
|
put the top-left corner. <TT>W</TT> and <TT>H</TT> define the
|
|
size of the image. <TT>D</TT> is the delta to add to the pointer
|
|
between pixels, it may be any value greater or equal to
|
|
<TT>3</TT>, or it can be negative to flip the image
|
|
horizontally. <TT>LD</TT> is the delta to add to the pointer
|
|
between lines (if 0 is passed it uses <TT>W * D</TT>), and may
|
|
be larger than <TT>W * D</TT> to crop data, or negative to flip
|
|
the image vertically.
|
|
|
|
<P>It is highly recommended that you put the following code before the
|
|
first <TT>show()</TT> of <I>any</I> window in your program to get rid
|
|
of the dithering if possible: </P>
|
|
|
|
<UL><PRE>
|
|
Fl::visual(FL_RGB);
|
|
</PRE></UL>
|
|
|
|
<P>Gray scale (1-channel) images may be drawn. This is done if
|
|
<TT>abs(D)</TT> is less than 3, or by calling
|
|
<TT>fl_draw_image_mono()</TT>. Only one 8-bit sample is used for
|
|
each pixel, and on screens with different numbers of bits for
|
|
red, green, and blue only gray colors are used. Setting
|
|
<TT>D</TT> greater than 1 will let you display one channel of a
|
|
color image.
|
|
|
|
<CENTER><TABLE WIDTH="80%" BORDER="1" CELLPADDING="5" CELLSPACING="0" BGCOLOR="#cccccc">
|
|
<TR>
|
|
<TD><B>Note:</B>
|
|
|
|
<P>The X version does not support all possible visuals.
|
|
If FLTK cannot draw the image in the current visual it
|
|
will abort. FLTK supports any visual of 8 bits or less,
|
|
and all common TrueColor visuals up to 32 bits.</P>
|
|
|
|
</TD>
|
|
</TR>
|
|
</TABLE></CENTER>
|
|
|
|
<H4>typedef void (*fl_draw_image_cb)(void *, int x, int y, int w, uchar
|
|
*)
|
|
<BR>void fl_draw_image(fl_draw_image_cb, void *, int X, int Y, int W,
|
|
int H, int D = 3)
|
|
<BR>void fl_draw_image_mono(fl_draw_image_cb, void *, int X, int Y,
|
|
int W, int H, int D = 1)</H4>
|
|
|
|
<P>Call the passed function to provide each scan line of the
|
|
image. This lets you generate the image as it is being drawn,
|
|
or do arbitrary decompression of stored data, provided it can be
|
|
decompressed to individual scan lines easily.
|
|
|
|
<P>The callback is called with the <TT>void *</TT> user data
|
|
pointer which can be used to point at a structure of information
|
|
about the image, and the <TT>x</TT>, <TT>y</TT>, and <TT>w</TT>
|
|
of the scan line desired from the image. 0,0 is the upper-left
|
|
corner of the image, <I>not <TT>X,Y</TT></I>. A pointer to a
|
|
buffer to put the data into is passed. You must copy <TT>w</TT>
|
|
pixels from scanline <TT>y</TT>, starting at pixel <TT>x</TT>,
|
|
to this buffer.</P>
|
|
|
|
<P>Due to cropping, less than the whole image may be requested.
|
|
So <TT>x</TT> may be greater than zero, the first <TT>y</TT> may
|
|
be greater than zero, and <TT>w</TT> may be less than
|
|
<TT>W</TT>. The buffer is long enough to store the entire <TT>W
|
|
* D</TT> pixels, this is for convenience with some decompression
|
|
schemes where you must decompress the entire line at once:
|
|
decompress it into the buffer, and then if <TT>x</TT> is not
|
|
zero, copy the data over so the <TT>x</TT>'th pixel is at the
|
|
start of the buffer.</P>
|
|
|
|
<P>You can assume the <TT>y</TT>'s will be consecutive, except
|
|
the first one may be greater than zero.</P>
|
|
|
|
<P>If <TT>D</TT> is 4 or more, you must fill in the unused bytes
|
|
with zero.</P>
|
|
|
|
<H4><A NAME=fl_draw_pixmap>int fl_draw_pixmap(char **data, int X, int Y, Fl_Color = FL_GRAY)</A></H4>
|
|
|
|
<P>Draws XPM image data, with the top-left corner at the given position.
|
|
The image is dithered on 8-bit displays so you won't lose color space
|
|
for programs displaying both images and pixmaps. This function returns
|
|
zero if there was any error decoding the XPM data.
|
|
|
|
<P>To use an XPM, do:</P>
|
|
|
|
<UL><PRE>
|
|
#include "foo.xpm"
|
|
...
|
|
fl_draw_pixmap(foo, X, Y);
|
|
</PRE></UL>
|
|
|
|
<P>Transparent colors are replaced by the optional
|
|
<TT>Fl_Color</TT> argument. To draw with true transparency you must
|
|
use the <A HREF="Fl_Pixmap.html"><TT>Fl_Pixmap</TT></A> class.
|
|
|
|
<H4><A NAME=fl_measure_pixmap>int fl_measure_pixmap(char **data, int &w, int &h)</A></H4>
|
|
|
|
<P>An XPM image contains the dimensions in its data. This
|
|
function finds and returns the width and height. The return
|
|
value is non-zero if the dimensions were parsed ok and zero if
|
|
there was any problem.
|
|
|
|
<H3>Direct Image Reading</H3>
|
|
|
|
<p>FLTK provides a single function for reading from the current
|
|
window or off-screen buffer into a RGB(A) image buffer.</p>
|
|
|
|
<H4><A NAME="fl_read_image">uchar *fl_read_image(uchar *p, int
|
|
X, int Y, int W, int H, int alpha = 0);</A></H4>
|
|
|
|
<p>Read a RGB(A) image from the current window or off-screen
|
|
buffer. The <tt>p</tt> argument points to a buffer that can hold
|
|
the image and must be at least <tt>W*H*3</tt> bytes when reading
|
|
RGB images and <tt>W*H*4</tt> bytes when reading RGBA images. If
|
|
<tt>NULL</tt>, <tt>fl_read_image()</tt> will create an array of
|
|
the proper size which can be freed using <tt>delete[]</tt>.</p>
|
|
|
|
<p>The <tt>alpha</tt> parameter controls whether an alpha
|
|
channel is created and the value that is placed in the alpha
|
|
channel. If 0, no alpha channel is generated.</p>
|
|
|
|
<H3><A name="Fl_Image">Image Classes</A></H3>
|
|
|
|
<P>FLTK provides a base image class called <A
|
|
HREF="Fl_Image.html"><TT>Fl_Image</TT></A> which supports
|
|
creating, copying, and drawing images of various kinds, along
|
|
with some basic color operations. Images can be used as labels
|
|
for widgets using the <A
|
|
HREF="Fl_Widget.html#Fl_Widget.image"><TT>image()</TT></A> and
|
|
<A
|
|
HREF="Fl_Widget.html#Fl_Widget.deimage"><TT>deimage()</TT></A>
|
|
methods or drawn directly.
|
|
|
|
<P>The <TT>Fl_Image</TT> class
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does almost nothing by itself, but is instead supported by three
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basic image types:
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<UL>
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<LI><A HREF="Fl_Bitmap.html"><TT>Fl_Bitmap</TT></A></LI>
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<LI><A HREF="Fl_Pixmap.html"><TT>Fl_Pixmap</TT></A></LI>
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<LI><A HREF="Fl_RGB_Image.html"><TT>Fl_RGB_Image</TT></A></LI>
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</UL>
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<P>The <TT>Fl_Bitmap</TT> class encapsulates a mono-color bitmap image.
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The <TT>draw()</TT> method draws the image using the current drawing
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color.
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<P>The <TT>Fl_Pixmap</TT> class encapsulates a colormapped image.
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The <TT>draw()</TT> method draws the image using the colors in the
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file, and masks off any transparent colors automatically.
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<P>The <TT>Fl_RGB_Image</TT> class encapsulates a full-color
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(or grayscale) image with 1 to 4 color components. Images with
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an even number of components are assumed to contain an
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alpha channel that is used for transparency. The transparency
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provided by the <TT>draw()</TT> method is either a 24-bit
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blend against the existing window contents or a "screen door"
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|
transparency mask, depending on the platform and screen color depth.
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<H4><A NAME=fl_can_do_alpha_blending>char fl_can_do_alpha_blending()</A></H4>
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<P><TT>fl_can_do_alpha_blending()</TT> will return 1, if your
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platform supports true alpha blending for RGBA images, or 0,
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|
if FLTK will use screen door transparency.
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<P>FLTK also provides several image classes based on the three
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standard image types for common file formats:
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|
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<UL>
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<LI><A HREF="Fl_GIF_Image.html"><TT>Fl_GIF_Image</TT></A></LI>
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<LI><A HREF="Fl_JPEG_Image.html"><TT>Fl_JPEG_Image</TT></A></LI>
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<LI><A HREF="Fl_PNG_Image.html"><TT>Fl_PNG_Image</TT></A></LI>
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<LI><A HREF="Fl_PNM_Image.html"><TT>Fl_PNM_Image</TT></A></LI>
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<LI><A HREF="Fl_XBM_Image.html"><TT>Fl_XBM_Image</TT></A></LI>
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<LI><A HREF="Fl_XPM_Image.html"><TT>Fl_XPM_Image</TT></A></LI>
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</UL>
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<P>Each of these image classes load a named file of the
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|
corresponding format. The <A
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HREF="Fl_Shared_Image.html"><TT>Fl_Shared_Image</TT></A> class
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|
can be used to load any type of image file - the class examines
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|
the file and constructs an image of the appropriate type.
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<P>Finally, FLTK provides a special image class called <A
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|
HREF="Fl_Tiled_Image.html"><TT>Fl_Tiled_Image</TT></A> to tile
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|
another image object in the specified area. This class can be
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|
used to tile a background image in a <TT>Fl_Group</TT> widget,
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|
for example.
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|
<H4>virtual void copy();<BR>
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|
virtual void copy(int w, int h);</H4>
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<P>The <TT>copy()</TT> method creates a copy of the image. The second form
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|
specifies the new size of the image - the image is resized using the
|
|
nearest-neighbor algorithm.
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|
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<H4>void draw(int x, int y, int w, int h, int ox = 0, int oy = 0);</H4>
|
|
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|
<P>The <TT>draw()</TT> method draws the image object.
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|
<TT>x,y,w,h</TT> indicates a destination rectangle.
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|
<TT>ox,oy,w,h</TT> is a source rectangle. This source rectangle
|
|
is copied to the destination. The source rectangle may extend
|
|
outside the image, i.e. <TT>ox</TT> and <TT>oy</TT> may be
|
|
negative and <TT>w</TT> and <TT>h</TT> may be bigger than the
|
|
image, and this area is left unchanged.
|
|
|
|
<H4>void draw(int x, int y)</H4>
|
|
|
|
<P>Draws the image with the upper-left corner at <TT>x,y</TT>.
|
|
This is the same as doing <TT>draw(x,y,img->w(),img->h(),0,0)</TT>.
|
|
|
|
<h3><A NAME=offscreen>Offscreen Drawing</A></h3>
|
|
|
|
Sometimes it can be very useful to generate a complex drawing
|
|
in memory first and copy it to the screen at a later point in
|
|
time. This technique can significantly reduce the amount of
|
|
repeated drawing. <tt>Fl_Double_Window</tt> uses offscreen rendering
|
|
to avoid flickering on systems that don't support
|
|
double-buffering natively.
|
|
|
|
<H4><A NAME=fl_create_offscreen>Fl_Offscreen fl_create_offscreen(int w, int h)</A></H4>
|
|
|
|
<P>Create an RGB offscreen buffer with <tt>w*h</tt> pixels.
|
|
|
|
<H4><A NAME=fl_create_offscreen_with_alpha>Fl_Offscreen fl_create_offscreen_with_alpha(int w, int h)</A></H4>
|
|
|
|
<P>Create an RGBA offscreen buffer. Alpha blending is not available
|
|
on all platforms.
|
|
|
|
<H4><A NAME=fl_delete_offscreen>void fl_delete_offscreen(Fl_Offscreen)</A></H4>
|
|
|
|
<P>Delete a previously created offscreen buffer. All drawings are lost.
|
|
|
|
<H4><A NAME=fl_begin_offscreen>void fl_begin_offscreen(Fl_Offscreen)</A></H4>
|
|
|
|
<P>Send all subsequent drawing commands to this offscreen buffer.
|
|
FLTK can draw into a buffer at any time. There is no need to wait for
|
|
an <tt>Fl_Widget::draw()</tt> to occur.
|
|
|
|
<H4><A NAME=fl_end_offscreen>void fl_end_offscreen()</A></H4>
|
|
|
|
<P>Quit sending drawing commands to this offscreen buffer.
|
|
|
|
<H4><A NAME=fl_copy_offscreen>void fl_copy_offscreen(int x, int y,
|
|
int w, int h, Fl_Offscreen osrc, int srcx, int srcy)</A></H4>
|
|
|
|
<P>Copy a rectangular area of the size <tt>w*h</tt> from <tt>srcx, srcy</tt> in the offscreen
|
|
buffer into the current buffer at <tt>x, y</tt>.
|
|
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|
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