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/**
\page advanced 10 - Advanced FLTK
This chapter explains advanced programming and design topics
that will help you to get the most out of FLTK.
<A NAME="multithreading"> </A> <!-- For old HTML links only ! -->
\section advanced_multithreading Multithreading
FLTK supports multithreaded application using a locking mechanism
based on "pthreads". We do not provide a threading interface as part of
the library. However a simple example how threads can be implemented
for all supported platforms can be found in <tt>test/threads.h</tt>
and <tt>test/threads.cxx</tt>.
To use the locking mechanism, FLTK must be compiled with
<tt>--enable-threads</tt> set during the <tt>configure</tt>
process. IDE-based versions of FLTK are automatically compiled with
locking enabled if possible.
In <TT>main()</TT>, call
<a href="Fl.html#Fl.lock"><TT>Fl::lock()</TT></A> before
<A HREF="Fl.html#Fl.run"><TT>Fl::run()</TT></A> or
<A HREF="Fl.html#Fl.wait"><TT>Fl::wait()</TT></A>
to start the runtime
multithreading support for your program. All callbacks and derived
functions like <tt>handle()</tt> and <tt>draw()</tt> will now be properly
locked:
}
\code
int main() {
Fl::lock();
/* run thread */
while (Fl::wait() &gt; 0) {
if (Fl::thread_message()) {
/* process your data */
}
}
}
\endcode
You can now start as many threads as you like. From within
a thread (other than the main thread) FLTK calls must be wrapped
with calls to <a href="Fl.html#Fl.lock"><tt>Fl::lock()</tt></a>
and <a href="Fl.html#Fl.unlock"><tt>Fl::unlock()</tt></a>:
\code
Fl::lock(); // avoid conflicting calls
... // your code here
Fl::unlock(); // allow other threads to access FLTK again
\endcode
You can send messages from child threads to the main thread
using <a href="Fl.html#Fl.awake"><tt>Fl::awake(msg)</tt></a>:</p>
\code
void *msg; // "msg" is a pointer to your message
Fl::awake(msg); // send "msg" to main thread
\endcode
You can also tell the main thread to call a function for you
as soon as possible by using
<a href="Fl.html#Fl.awake"><tt>Fl::awake(callback, userdata)</tt></a>:</p>
\code
void do_something(void *userdata) {
// running with the main thread
}
// running in another thread
void *data; // "data" is a pointer to your user data
Fl::awake(do_something, data); // call something in main thread
\endcode
FLTK supports multiple platforms, some of them which do not
allow any other but the main thread to handle system events and
open or close windows. The safe thing to do is to adhere to the
following rules for threads on all operating systems:
\li Don't <tt>show()</tt> or <tt>hide()</tt>anything that contains
widgets derived from <tt>Fl_Window</tt>, including dialogs, file
choosers, subwindows or <tt>Fl_GL_Window</tt>s
\li Don't call <tt>Fl::wait()</tt>, <tt>Fl::flush()</tt> or any
related methods that will handle system messages
\li Don't start or cancel timers
\li Don't change window decorations or titles
\li The <tt>make_current()</tt> method may or may not work well for
regular windows, but should always work for <tt>Fl_GL_Window</tt>s
to allow for high speed rendering on graphics cards with multiple
pipelines
See also:
<a href="Fl.html#Fl.awake">void awake(void *message)</A>,
<a href="Fl.html#Fl.lock">void lock()</A>,
<a href="Fl.html#Fl.thread_message">void *thread_message()</A>,
<a href="Fl.html#Fl.unlock">void unlock()</A>.
\htmlonly
<hr>
<a class="el" href="index.html">[Index]</a> &nbsp;&nbsp;
<a class="el" href="fluid.html">[Previous]&nbsp; 9 - Programming with FLUID</a>&nbsp;
<a class="el" href="unicode.html">[Next]&nbsp; 11 - Unicode and utf-8 Support</a>&nbsp;
\endhtmlonly
*/
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/**
\page basics 2 - FLTK Basics
This chapter teaches you the basics of compiling programs
that use FLTK.
\section basics_writing Writing Your First FLTK Program
All programs must include the file <tt><FL/Fl.H></tt>.
In addition the program must include a header file for each
FLTK class it uses. Listing 1 shows a simple "Hello,
World!" program that uses FLTK to display the window.
\par Listing 1 - "hello.cxx"
\code
#include <FL/Fl.H>
#include <FL/Fl_Window.H>
#include <FL/Fl_Box.H>
int main(int argc, char **argv) {
Fl_Window *window = new Fl_Window(300,180);
Fl_Box *box = new Fl_Box(20,40,260,100,"Hello, World!");
box->box(FL_UP_BOX);
box->labelsize(36);
box->labelfont(FL_BOLD+FL_ITALIC);
box->labeltype(FL_SHADOW_LABEL);
window->end();
window->show(argc, argv);
return Fl::run();
}
\endcode
<!-- NEED 2in -->
After including the required header files, the program then creates a
window. All following widgets will automatically be children of this window.
\code
Fl_Window *window = new Fl_Window(300,180);
\endcode
Then we create a box with the "Hello, World!" string in it. FLTK automatically
adds the new box to <tt>window</tt>, the current grouping widget.
\code
Fl_Box *box = new Fl_Box(20,40,260,100,"Hello, World!");
\endcode
Next, we set the type of box and the size, font, and style of the label:
\code
box->box(FL_UP_BOX);
box->labelsize(36);
box->labelfont(FL_BOLD+FL_ITALIC);
box->labeltype(FL_SHADOW_LABEL);
\endcode
We tell FLTK that we will not add any more widgets to <tt>window</tt>.
\code
window->end();
\endcode
Finally, we show the window and enter the FLTK event loop:
\code
window->show(argc, argv);
return Fl::run();
\endcode
The resulting program will display the window in Figure 2-1.
You can quit the program by closing the window or pressing the
<KBD>ESC</KBD>ape key.
\image html hello.C.gif "Figure 2-1: The Hello, World! Window"
\image latex hello.C.eps "The Hello, World! Window" width=8cm
\subsection basics_creating Creating the Widgets
The widgets are created using the C++ <tt>new</tt> operator. For
most widgets the arguments to the constructor are:
\code
Fl_Widget(x, y, width, height, label)
\endcode
The <tt>x</tt> and <tt>y</tt> parameters determine where the
widget or window is placed on the screen. In FLTK the top left
corner of the window or screen is the origin (i.e. x = 0, y =
0) and the units are in pixels.
The <tt>width</tt> and <tt>height</tt> parameters determine
the size of the widget or window in pixels. The maximum widget
size is typically governed by the underlying window system or
hardware.
<tt>label</tt> is a pointer to a character string to label
the widget with or <tt>NULL</tt>. If not specified the label
defaults to <tt>NULL</tt>. The label string must be in static
storage such as a string constant because FLTK does not make a
copy of it - it just uses the pointer.
\subsection basics_hierarchies Creating Widget hierarchies
Widgets are commonly ordered into functional groups, which
in turn may be grouped again, creating a hierarchy of widgets.
FLTK makes it easy to fill groups by automatically adding all widgets
that are created between a <tt>myGroup->begin()</tt> and
<tt>myGroup->end()</tt>. In this example, <tt>myGroup</tt>
would be the <i>current</i> group.
Newly created groups and their derived widgets implicitly call
<tt>begin()</tt> in the constructor, effectively adding all
subsequently created widgets to itself until <tt>end()</tt>
is called.
Setting the current group to <tt>NULL</tt> will stop automatic
hierarchies. New widgets can now be added manually using
<tt>Fl_Group::add(...)</tt> and <tt>Fl_Group::insert(...)</tt>.
\subsection basics_getset Get/Set Methods
<tt>box->box(FL_UP_BOX)</tt> sets the type of box the
Fl_Box draws, changing it from the default of
<tt>FL_NO_BOX</tt>, which means that no box is drawn. In our
"Hello, World!" example we use <tt>FL_UP_BOX</tt>,
which means that a raised button border will be drawn around
the widget. You can learn more about boxtypes in
<A href="common.html#boxtypes">Chapter 3</A>.
You could examine the boxtype in by doing
<tt>box->box()</tt>. FLTK uses method name overloading to make
short names for get/set methods. A "set" method is always of
the form "void name(type)", and a "get" method is always
of the form "type name() const".
\subsection basics_redrawing Redrawing After Changing Attributes
Almost all of the set/get pairs are very fast, short inline
functions and thus very efficient. However, <i>the "set" methods
do not call <tt>redraw()</tt></i> - you have to call it
yourself. This greatly reduces code size and execution time. The
only common exceptions are <tt>value()</tt> which calls
<tt>redraw()</tt> and <tt>label()</tt> which calls
<tt>redraw_label()</tt> if necessary.
\subsection basics_labels Labels
All widgets support labels. In the case of window widgets,
the label is used for the label in the title bar. Our example
program calls the <tt>labelfont()</tt>,<tt> labelsize</tt>,
and <tt>labeltype()</tt> methods.
All widgets support labels. In the case of window widgets,
the label is used for the label in the title bar. Our example
program calls the
<A href=Fl_Widget.html#Fl_Widget.labelfont><tt>labelfont</tt></A>,
<A href=Fl_Widget.html#Fl_Widget.labelsize><tt> labelsize</tt></A>,
and
<A href=Fl_Widget.html#Fl_Widget.labeltype><tt>labeltype</tt></A>
methods.
The <tt>labelfont</tt> method sets the typeface and style
that is used for the label, which for this example we are using
<tt>FL_BOLD</tt> and <tt>FL_ITALIC</tt>. You can also specify
typefaces directly.
The <tt>labelsize</tt> method sets the height of the font in pixels.
The <tt>labeltype</tt>
method sets the type of label. FLTK supports normal, embossed,
and shadowed labels internally, and more types can be added as
desired.
A complete list of all label options can be found in
<A href="common.html#labels">Chapter 3</A>.
\subsection basics_showing Showing the Window
The <tt>show()</tt> method shows the widget or window. For windows
you can also provide the command-line arguments to allow users to
customize the appearance, size, and position of your windows.
\subsection basics_eventloop The Main Event Loop
All FLTK applications (and most GUI applications in general)
are based on a simple event processing model. User actions such
as mouse movement, button clicks, and keyboard activity generate
events that are sent to an application. The application may then
ignore the events or respond to the user, typically by redrawing
a button in the "down" position, adding the text to an input
field, and so forth.
FLTK also supports idle, timer, and file pseudo-events that
cause a function to be called when they occur. Idle functions
are called when no user input is present and no timers or files
need to be handled - in short, when the application is not doing
anything. Idle callbacks are often used to update a 3D display
or do other background processing.
Timer functions are called after a specific amount of time
has expired. They can be used to pop up a progress dialog after
a certain amount of time or do other things that need to happen
at more-or-less regular intervals. FLTK timers are not 100%
accurate, so they should not be used to measure time intervals,
for example.
File functions are called when data is ready to read or
write, or when an error condition occurs on a file. They are
most often used to monitor network connections (sockets) for
data-driven displays.
FLTK applications must periodically check (Fl::check())
or wait (Fl::wait()) for events or use the Fl::run()
method to enter a standard event processing loop. Calling
Fl::run() is equivalent to the following code:
\code
while (Fl::wait());
\endcode
Fl::run() does not return until all of the windows
under FLTK control are closed by the user or your program.
\section basics_standard_compiler Compiling Programs with Standard Compilers
Under UNIX (and under Microsoft Windows when using the GNU development
tools) you will probably need to tell the compiler where to find the
header files. This is usually done using the <tt>-I</tt> option:
\code
CC -I/usr/local/include ...
gcc -I/usr/local/include ...
\endcode
The <tt>fltk-config</tt> script included with FLTK can be
used to get the options that are required by your compiler:
\code
CC `fltk-config --cxxflags` ...
\endcode
Similarly, when linking your application you will need to tell the
compiler to use the FLTK library:
\code
CC ... -L/usr/local/lib -lfltk -lXext -lX11 -lm
gcc ... -L/usr/local/lib -lfltk -lXext -lX11 -lm
\endcode
Aside from the "fltk" library, there is also a "fltk_forms"
library for the XForms compatibility classes, "fltk_gl" for the
OpenGL and GLUT classes, and "fltk_images" for the image file
classes, Fl_Help_Dialog widget, and system icon support.
\note
The libraries are named "fltk.lib", "fltkgl.lib", "fltkforms.lib",
and "fltkimages.lib", respectively under Windows.
As before, the <tt>fltk-config</tt> script included with FLTK can be
used to get the options that are required by your linker:
\code
CC ... `fltk-config --ldflags`
\endcode
<!-- NEED 2in -->
The forms, GL, and images libraries are included with the "--use-foo"
options, as follows:
\code
CC ... `fltk-config --use-forms --ldflags`
CC ... `fltk-config --use-gl --ldflags`
CC ... `fltk-config --use-images --ldflags`
CC ... `fltk-config --use-forms --use-gl --use-images --ldflags`
\endcode
Finally, you can use the <tt>fltk-config</tt> script to
compile a single source file as a FLTK program:
\code
fltk-config --compile filename.cpp
fltk-config --use-forms --compile filename.cpp
fltk-config --use-gl --compile filename.cpp
fltk-config --use-images --compile filename.cpp
fltk-config --use-forms --use-gl --use-images --compile filename.cpp
\endcode
Any of these will create an executable named <tt>filename</tt>.
\section basics_visual_cpp Compiling Programs with Microsoft Visual C++
In Visual C++ you will need to tell the compiler where to
find the FLTK header files. This can be done by selecting
"Settings" from the "Project" menu and then changing the
"Preprocessor" settings under the "C/C++" tab. You will also
need to add the FLTK and WinSock2 (WS2_32.LIB) libraries to
the "Link" settings.
You can build your Microsoft Windows applications as Console or
WIN32 applications. If you want to use the standard C <tt>main()</tt>
function as the entry point, FLTK includes a <tt>WinMain()</tt>
function that will call your <tt>main()</tt> function for you.
<I>Note: The Visual C++ 5.0 optimizer is known to cause problems with
many programs. We only recommend using the "Favor Small Code"
optimization setting.</I> The Visual C++ 6.0 optimizer seems to be much
better and can be used with the "optimized for speed" setting.
\section basics_naming Naming
All public symbols in FLTK start with the characters 'F' and 'L':
\li Functions are either <tt>Fl::foo()</tt> or <tt>fl_foo()</tt>.
\li Class and type names are capitalized: <tt>Fl_Foo</tt>.
\li <A href="enumerations.html">Constants and enumerations</A>
are uppercase: <tt>FL_FOO</tt>.
\li All header files start with <tt><FL/...></tt>.
<!-- NEED 5in -->
\section basics_headerfiles Header Files
The proper way to include FLTK header files is:
\code
#include <FL/Fl_xyz.H>
\endcode
\note
Case <I>is</I> significant on many operating systems,
and the C standard uses the forward slash (/) to
separate directories. <i>Do not use any of the following
include lines:</i>
\code
#include <FL\Fl_xyz.H>
#include <fl/fl_xyz.h>
#include <Fl/fl_xyz.h>
\endcode
\htmlonly
<hr>
<a class="el" href="index.html">[Index]</a> &nbsp;&nbsp;
<a class="el" href="intro.html">[Previous]&nbsp; 1 - Introduction to FLTK</a>&nbsp;
<a class="el" href="common.html">[Next]&nbsp; 3 - Common Widgets and Attributes</a>&nbsp;
\endhtmlonly
*/
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/**
\page development I - Developer Information
This chapter describes FLTK development and documentation.
\note documentation with doxygen will be described here.
<H2>Example</H2>
\note
In the following code example(s) "*" will be replaced by "#"
as a temporary solution.
\code
/## \file
Fl_Clock, Fl_Clock_Output widgets . #/
/##
\class Fl_Clock_Output
\brief This widget can be used to display a program-supplied time.
The time shown on the clock is not updated. To display the current time,
use Fl_Clock instead.
\image html clock.gif
\image latex clock.eps "" width=10cm
\image html round_clock.gif
\image latex clock.eps "" width=10cm
\image html round_clock.eps "" width=10cm #/
/##
Returns the displayed time.
Returns the time in seconds since the UNIX epoch (January 1, 1970).
\see value(ulong)
#/
ulong value() const {return value_;}
/##
Set the displayed time.
Set the time in seconds since the UNIX epoch (January 1, 1970).
\param[in] v seconds since epoch
\see value()
#/
void Fl_Clock_Output::value(ulong v) {
[...]
}
/##
Create an Fl_Clock widget using the given position, size, and label string.
The default boxtype is \c FL_NO_BOX.
\param[in] X, Y, W, H position and size of the widget
\param[in] L widget label, default is no label
#/
Fl_Clock::Fl_Clock(int X, int Y, int W, int H, const char #L)
: Fl_Clock_Output(X, Y, W, H, L) {}
/##
Create an Fl_Clock widget using the given boxtype, position, size, and
label string.
\param[in] t boxtype
\param[in] X, Y, W, H position and size of the widget
\param[in] L widget label, default is no label
#/
Fl_Clock::Fl_Clock(uchar t, int X, int Y, int W, int H, const char #L)
: Fl_Clock_Output(X, Y, W, H, L) {
type(t);
box(t==FL_ROUND_CLOCK ? FL_NO_BOX : FL_UP_BOX);
}
\endcode
\note
From Duncan: (will be removed later, just for now as a reminder)
5. I've just added comments for the fl_color_chooser() functions, and
in order to keep them and the general Function Reference information
for them together, I created a new doxygen group, and used \\ingroup
in the three comment blocks. This creates a new Modules page (which
may not be what we want) with links to it from the File Members and
Fl_Color_Chooser.H pages. It needs a bit more experimentation on my
part unless someone already knows how this should be handled. (Maybe
we can add it to a functions.dox file that defines a functions group
and do that for all of the function documentation?)
\b Update: the trick is not to create duplicate entries in a new group, but
to move the function information into the doxygen comments for the
class, and use the navigation links provided. Simply using \\relatesalso
as the first doxygen command in the function's comment puts it in the
appropriate place. There is no need to have \\defgroup and \\ingroup as
well, and indeed they don't work. So, to summarize:
\code
Gizmo.H
/## \class Gizmo
A gizmo that does everything
#/
class Gizmo {
etc
};
extern int popup_gizmo(...);
Gizmo.cxx:
/## \relatesalso Gizmo
Pops up a gizmo dialog with a Gizmo in it
#/
int popup_gizmo(...);
\endcode
<H3>Example comment:</H3>
You can use HTML comment statements to embed comments in doxygen comment blocks.
These comments will not be visible in the generated document.
The following text is a developer comment.
<!-- *** This *** is *** invisible *** -->
This will be visible again.
\code
The following text is a developer comment.
<!-- *** This *** is *** invisible *** -->
This will be visible again.
\endcode
<H3>Different Headlines:</H3>
\code
<H1>Headline in big text (H1)</H1>
<H2>Headline in big text (H2)</H2>
<H3>Headline in big text (H3)</H3>
<H4>Headline in big text (H4)</H4>
\endcode
<H1>Headline in big text (H1)</H1>
<H2>Headline in big text (H2)</H2>
<H3>Headline in big text (H3)</H3>
<H4>Headline in big text (H4)</H4>
\section development_non-ascii Non-ASCII characters
if you came here from below: back to \ref development_links
\code
Doxygen understands many HTML quoting characters like
&quot;, &uuml;, &ccedil;, &Ccedil;, but not all HTML quoting characters.
\endcode
This will appear in the document:
Doxygen understands many HTML quoting characters like
&quot;, &uuml;, &ccedil;, &Ccedil;, but not all HTML quoting characters.
For further informations about quoting see
\b http://www.stack.nl/~dimitri/doxygen/htmlcmds.html
<H3>Example with UTF-8 encoded text</H3>
\code
<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 ("cedille",
html "&cedil;").
\#code
btn = new Fl_Button(10, 10, 300, 25);
btn->copy_label(fl_latin1_to_local("Fahrvergnügen"));
\#endcode
\note 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, you might consider upgrading to FLTK 2 which supports
UTF-8 encoding.
\todo This is an example todo entry, please ignore !
\endcode
This will appear in the document:
<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 ("cedille",
html "&cedil;").
\#code
btn = new Fl_Button(10, 10, 300, 25);
btn->copy_label(fl_latin1_to_local("Fahrvergnügen"));
\#endcode
\note 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, you might consider upgrading to FLTK 2 which supports
UTF-8 encoding.
\todo This is an example todo entry, please ignore !
\section development_structure Document Structure
\li \b \\page creates a named page
\li \b \\section creates a named section within that page
\li \b \\subsection creates a named subsection within the current section
\li \b \\subsubsection creates a named subsubsection within the current subsection
All these statements take a "name" as their first argument, and a title
as their second argument. The title can contain spaces.
The page, section, and subsection titles are formatted in blue color and
a size like \b "<H1>", \b "<H2>", and \b "<H3>", and \b "<H4>", respectively.
By <b>FLTK documentation convention</b>, a file like this one with a doxygen
documentation chapter has the name <b>"<chapter>.dox".</b>
The \b \\page statement at the top of the page is
<b>"\page <chapter> This is the title"</b>.
Sections within a documentation page must be called \b "<chapter>_<section>",
where \b "<chapter>" is the name part of the file, and \b "<section>" is a
unique section name within the page that can be referenced in links. The
same for subsections and subsubsections.
These doxygen page and section commands work only in special documentation
chapters, not within normal source or header documentation blocks. However,
links \b from normal (e.g. class) documentation \b to documentation sections
\b do \b work.
This page has
\code
\page development I - Developer Information
\endcode
at its top.
This section is
\code
\section development_structure Document structure
\endcode
The following section is
\code
\section development_links Creating Links
\endcode
\section development_links Creating Links
Links to other documents and external links can be embedded with
\li normal HTML links
\li HTML links without markup - doxygen creates "http://..."
links automatically
\li links to other doxygen chapters with the \\ref statments
\li links to named sections within the same or other doxygen chapters,
if they are defined there with a \\section statement
\code
see chapter \ref unicode creates a link to the named chapter unicode
that has been created with a \subpage statement.
see <a href="drawing.html#character_encoding">chapter 5</a> creates
a link to a named html anchor "character_encoding" within the same file.
For further informations about quoting see
http://www.stack.nl/~dimitri/doxygen/htmlcmds.html
Bold link text: you can see the <b>\e old online documentation</b>
of FLTK 1.3 at \b http://www.fltk.org/doc-1.3/toc.html
see section \ref development_non-ascii
\endcode
appears as:
see chapter \ref unicode creates a link to the named chapter unicode
that has been created with a \\subpage statement.
see <a href="drawing.html#character_encoding">chapter 5</a> creates
a link to a named html anchor "character_encoding" within the same file.
For further informations about quoting see
http://www.stack.nl/~dimitri/doxygen/htmlcmds.html
Bold link text: you can see the <b>\e old online documentation</b>
of FLTK 1.3 at \b http://www.fltk.org/doc-1.3/toc.html
see section \ref development_non-ascii
\section development_old-links Changing Old Links
Old HTML links and anchors in text documentation pages should be changed
as follows:
\code
<H2><A name="event_xxx">Fl::event_*() methods</A></H2>
becomes:
<A NAME="event_xxx"></A> <!-- For old HTML links only ! -->
\section events_event_xxx Fl::event_*() methods
\endcode
The additional HTML "<A NAME=...>" statement is temporary needed, until
all links (references) are modified, then:
\code
<H2><A name="event_xxx">Fl::event_*() methods</A></H2>
becomes:
\section events_event_xxx Fl::event_*() methods
\endcode
The "\section" statement can also be a "\subsection" or "\subsubsection"
statement.
The references (in this example from index.dox) are changed as follows:
\code
\subpage events
<B>
<UL>
<LI><A HREF="events.html#event_xxx">Fl::event_*() methods</A></LI>
<LI><A HREF="events.html#propagation">Event Propagation</A></LI>
</UL>
</B>
becomes:
\subpage events
<b>
\li \ref events_event_xxx
\li \ref events_propagation
</b>
\endcode
\section development_paragraphs Paragraph Layout
There is no real need to use HTML \<P\> and \</P\> tags within the text
to tell doxygen to start or stop a paragraph. In most cases, when doxygen
encounters a blank line or some, but not all, \b \\commands in the text it
knows that it as reached the start or end of a paragraph. Doxygen also
offers the \b \\par command for special paragraph handling. It can be used
to provide a paragraph title and also to indent a paragraph. Unfortunately
\b \\par won't do what you expect if you want to have doxygen links and
sometimes html tags don't work either.
<!-- use verbatim rather than code to avoid links to code reference -->
\verbatim
\par Normal Paragraph with title
This paragraph will have a title, but because there is a blank line
between the \par and the text, it will have the normal layout.
\par Indented Paragraph with title
This paragraph will also have a title, but because there is no blank
line between the \par and the text, it will be indented.
\par
It is also possible to have an indented paragraph without title.
This is how you indent subsequent paragraphs.
\par No link to Fl_Widget::draw()
Note that the paragraph title is treated as plain text.
Doxygen type links will not work.
HTML characters and tags may or may not work.
Fl_Widget::draw() links and &quot;html&quot; tags work<br>
\par
Use a single line ending with <br> for complicated paragraph titles.
\endverbatim
The above code produces the following paragraphs:
\par Normal Paragraph with title
This paragraph will have a title, but because there is a blank line
between the \\par and the text, it will have the normal layout.
\par Indented Paragraph with title
This paragraph will also have a title, but because there is no blank
line between the \\par and the text, it will be indented.
\par
It is also possible to have an indented paragraph without title.
This is how you indent subsequent paragraphs.
\par No link to Fl_Widget::draw()
Note that the paragraph title is treated as plain text.
Doxygen type links will not work.
HTML characters and tags may or may not work.
Fl_Widget::draw() links and &quot;html&quot; tags work<br>
\par
Use a single line ending with \<br\> for complicated paragraph titles.
\section development_html_footer Hack for missing "tiny.gif" file
\todo
*HACK* : include image file for footer. Doxygen does not include
the file "tiny.gif" from "html_footer" in its output html dir.
Find out, how this can be done, or avoid using an image in
the HTML footer.
\image html tiny.gif
\image latex tiny.eps "" width=2cm
\section development_navigation_test 5 Navigation Proposals
\htmlonly
<hr>
\link migration_1_3 [ Previous ] \endlink
<b> [ <a href="index.html">Index</a> ] </b>
<b> Next: </b> \ref license
<hr>
<b>[ <a href="index.html">Index</a> ] </b>
<b> Previous: </b> \ref migration_1_3
<b> Next: </b> \ref license
<hr>
<b>[ <a href="index.html">Index</a> ] </b><br>
<b> Previous: </b> \ref migration_1_3 <br>
<b> Next: </b> \ref license
<hr>
<b>[ <a href="index.html">Index</a> ] </b>
Previous: \ref migration_1_3
Next: \ref license
<hr>
\link migration_1_3 [ Previous ] \endlink
<b> [ <a href="index.html">Top</a> ] </b>
\link license [ Next ] \endlink
<hr>
<br>
<br>
\section development_proposed_nav Proposed (final) Navigation Elements
See below.
<hr>
<a class="el" href="index.html">[Index]</a> &nbsp;&nbsp;
<a class="el" href="migration_1_3.html">[Previous]</a>&nbsp;
\ref migration_1_3 &nbsp;&nbsp;
<a class="el" href="license.html">[Next]</a>&nbsp;
\ref license
\endhtmlonly
*/
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