diff --git a/documentation/basics.dox b/documentation/basics.dox new file mode 100644 index 000000000..3c330f907 --- /dev/null +++ b/documentation/basics.dox @@ -0,0 +1,362 @@ +/** + + \page basics 2 - FLTK Basics + +
This chapter teaches you the basics of compiling programs +that use FLTK.
+ +All programs must include the file <FL/Fl.H>. +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.
+ +Listing 1 - "hello.cxx" +
+#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();
+}
+
+
+
+
+After including the required header files, the program then creates a +window. All following widgets will automatically be children of this window.
+ ++Fl_Window *window = new Fl_Window(300,180); ++ +
Then we create a box with the "Hello, World!" string in it. FLTK automatically adds +the new box to window, the current grouping widget.
+ ++Fl_Box *box = new Fl_Box(20,40,260,100,"Hello, World!"); ++ +
Next, we set the type of box and the size, font, and style of the label:
+ ++box->box(FL_UP_BOX); +box->labelsize(36); +box->labelfont(FL_BOLD+FL_ITALIC); +box->labeltype(FL_SHADOW_LABEL); ++ +
We tell FLTK that we will not add any more widgets to window.
+ ++window->end(); ++ +
Finally, we show the window and enter the FLTK event loop:
+ ++window->show(argc, argv); +return Fl::run(); ++ +
The resulting program will display the window in Figure 2-1. +You can quit the program by closing the window or pressing the +ESCape key.
+ +
+Figure 2-1: The Hello, World! Window
The widgets are created using the C++ new operator. For +most widgets the arguments to the constructor are:
+ ++Fl_Widget(x, y, width, height, label) ++ +
The x and y 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 width and height 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.
+ +label is a pointer to a character string to label +the widget with or NULL. If not specified the label +defaults to NULL. 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.
+ +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 myGroup->begin() and +myGroup->end(). In this example, myGroup +would be the current group.
+ +Newly created groups and their derived widgets implicitly call +begin() in the constructor, effectively adding all +subsequently created widgets to itself until end() +is called.
+ +Setting the current group to NULL will stop automatic +hierarchies. New widgets can now be added manually using +Fl_Group::add(...) and Fl_Group::insert(...).
+ +box->box(FL_UP_BOX) sets the type of box the +Fl_Box draws, changing it from the default of +FL_NO_BOX, which means that no box is drawn. In our +"Hello, World!" example we use FL_UP_BOX, +which means that a raised button border will be drawn around +the widget. You can learn more about boxtypes in +Chapter 3.
+ +You could examine the boxtype in by doing +box->box(). 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".
+ +Almost all of the set/get pairs are very fast, short inline +functions and thus very efficient. However, the "set" methods +do not call redraw() - you have to call it +yourself. This greatly reduces code size and execution time. The +only common exceptions are value() which calls +redraw() and label() which calls +redraw_label() if necessary.
+ +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 +labelfont, + labelsize, +and labeltype +methods.
+ +The labelfont method sets the typeface and style +that is used for the label, which for this example we are using +FL_BOLD and FL_ITALIC. You can also specify +typefaces directly.
The labelsize method sets +the height of the font in pixels.
The labeltype +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 +Chapter 3.
+ +The show() 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.
+ +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:
+ ++while (Fl::wait()); ++ +
Fl::run() does not return until all of the windows +under FLTK control are closed by the user or your program.
+ +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 -I option:
+ ++CC -I/usr/local/include ... +gcc -I/usr/local/include ... ++ +
The fltk-config script included with FLTK can be +used to get the options that are required by your compiler:
+ ++CC `fltk-config --cxxflags` ... ++ +
Similarly, when linking your application you will need to tell the +compiler to use the FLTK library:
+ ++CC ... -L/usr/local/lib -lfltk -lXext -lX11 -lm +gcc ... -L/usr/local/lib -lfltk -lXext -lX11 -lm ++ +
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 fltk-config script included with FLTK can be +used to get the options that are required by your linker:
+ ++CC ... `fltk-config --ldflags` ++ + + +
The forms, GL, and images libraries are included with the "--use-foo" +options, as follows: + +
+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` ++ +
Finally, you can use the fltk-config script to +compile a single source file as a FLTK program: + +
+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 ++ +
Any of these will create an executable named filename. + +
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 +WinSock (WSOCK32.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 main() +function as the entry point, FLTK includes a WinMain() +function that will call your main() function for you.
+ +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. The Visual C++ 6.0 optimizer seems to be much +better and can be used with the "optimized for speed" setting.
+ +All public symbols in FLTK start with the characters 'F' and 'L':
+ +The proper way to include FLTK header files is:
+ ++#include <FL/Fl_xyz.H> ++ +
| Note:
+
+ Case is significant on many operating systems, + and the C standard uses the forward slash (/) to + separate directories. Do not use any of the following + include lines: + ++ #include <FL\Fl_xyz.H> + #include <fl/fl_xyz.h> + #include <Fl/fl_xyz.h> ++ + |
+
This chapter describes many of the widgets that are provided +with FLTK and covers how to query and set the standard +attributes.
+ +FLTK provides many types of buttons:
+ +
+Figure 3-1: FLTK Button Widgets
All of these buttons just need the corresponding +<FL/Fl_xyz_Button.H> header file. The constructor +takes the bounding box of the button and optionally a label +string:
+ ++Fl_Button *button = new Fl_Button(x, y, width, height, "label"); +Fl_Light_Button *lbutton = new Fl_Light_Button(x, y, width, height); +Fl_Round_Button *rbutton = new Fl_Round_Button(x, y, width, height, "label"); ++ +
Each button has an associated +type() +which allows it to behave as a push button, toggle button, or +radio button:
+ ++button->type(FL_NORMAL_BUTTON); +lbutton->type(FL_TOGGLE_BUTTON); +rbutton->type(FL_RADIO_BUTTON); ++ +
For toggle and radio buttons, the +value() +method returns the current button state (0 = off, 1 = on). The +set() and +clear() +methods can be used on toggle buttons to turn a toggle button +on or off, respectively. Radio buttons can be turned on with +the +setonly() +method; this will also turn off other radio buttons in the same +group.
+ +FLTK provides several text widgets for displaying and receiving text:
+ +The Fl_Output and Fl_Multiline_Output +widgets allow the user to copy text from the output field but +not change it.
+ +The value() +method is used to get or set the string that is displayed:
+ +
+Fl_Input *input = new Fl_Input(x, y, width, height, "label");
+input->value("Now is the time for all good men...");
+
+
+The string is copied to the widget's own storage when you set +the value() of the widget.
+ +The Fl_Text_Display and Fl_Text_Editor +widgets use an associated Fl_Text_Buffer class for the +value, instead of a simple string.
+ + + +Unlike text widgets, valuators keep track of numbers instead of +strings. FLTK provides the following valuators:
+ +
+Figure 3-2: FLTK valuator widgets
The value() +method gets and sets the current value of the widget. The +minimum() +and maximum() +methods set the range of values that are reported by the +widget.
+ + + +The Fl_Group widget class is used as a general +purpose "container" widget. Besides grouping radio +buttons, the groups are used to encapsulate windows, tabs, and +scrolled windows. The following group classes are available +with FLTK:
+ +The size and position of widgets is usually set when you +create them. You can access them with the x(), +y(), w(), and h() methods.
+ +You can change the size and position by using the +position(), resize(), and size() +methods:
+ ++button->position(x, y); +group->resize(x, y, width, height); +window->size(width, height); ++ +
If you change a widget's size or position after it is +displayed you will have to call redraw() on the +widget's parent.
+ +FLTK stores the colors of widgets as an 32-bit unsigned +number that is either an index into a color palette of 256 +colors or a 24-bit RGB color. The color palette is not +the X or WIN32 colormap, but instead is an internal table with +fixed contents.
+ +There are symbols for naming some of the more common colors:
+ +These symbols are the default colors for all FLTK widgets. They are +explained in more detail in the chapter +Enumerations
+ +RGB colors can be set using the fl_rgb_color() +function:
+ ++Fl_Color c = fl_rgb_color(85, 170, 255); ++ +
The widget color is set using the color() method:
+ ++button->color(FL_RED); ++ +
Similarly, the label color is set using the labelcolor() +method:
+ ++button->labelcolor(FL_WHITE); ++ +
The type Fl_Boxtype stored and returned in +Fl_Widget::box() +is an enumeration defined in <Enumerations.H>. +Figure 3-3 shows the standard box types included with FLTK.
+ +
+Figure 3-3: FLTK box types
FL_NO_BOX means nothing is drawn at all, so whatever is +already on the screen remains. The FL_..._FRAME types only +draw their edges, leaving the interior unchanged. The blue color in +Figure 3-3 is the area that is not drawn by the frame types.
+ +You can define your own boxtypes by making a small function that draws +the box and adding it to the table of boxtypes.
+ +| Note:
+ This interface has changed in FLTK 2.0! + |
+
The drawing function is passed the bounding box and background color +for the widget:
+ +
+void xyz_draw(int x, int y, int w, int h, Fl_Color c) {
+...
+}
+
+
+
+
+A simple drawing function might fill a rectangle with the +given color and then draw a black outline:
+ +
+void xyz_draw(int x, int y, int w, int h, Fl_Color c) {
+ fl_color(c);
+ fl_rectf(x, y, w, h);
+ fl_color(FL_BLACK);
+ fl_rect(x, y, w, h);
+}
+
+
+fl_down returns the "pressed" or "down" version of a box. +If no "down" version of a given box exists, the behavior of this function +is undefined and some random box or frame is returned. +See also: fl_frame drawing. + +
fl_frame returns the unfilled, frame-only version of a box. +If no frame version of a given box exists, the behavior of this function +is undefined and some random box or frame is returned. +See also: fl_frame drawing. + +
fl_box returns the filled version of a frame. +If no filled version of a given frame exists, the behavior of this function +is undefined and some random box or frame is returned. +See also: fl_frame. + +
The Fl::set_boxtype() method adds or replaces the +specified box type:
+ ++#define XYZ_BOX FL_FREE_BOXTYPE + +Fl::set_boxtype(XYZ_BOX, xyz_draw, 1, 1, 2, 2); ++ +
The last 4 arguments to Fl::set_boxtype() are the +offsets for the x, y, width, and height values that should be +subtracted when drawing the label inside the box.
+ +A complete box design contains four box types in this order: +a filled, neutral box (UP_BOX), a filled, depressed box +(DOWN_BOX), and the same as outlines only (UP_FRAME +and DOWN_FRAME). The function +fl_down(Fl_Boxtype) +expects the neutral design on a boxtype with a numerical +value evenly divideable by two. +fl_frame(Fl_Boxtype) +expects the UP_BOX design at a value divideable by four.
+ +The label(), align(), labelfont(), +labelsize(), labeltype(), image(), and +deimage() methods control the labeling of widgets.
+ +The label() method sets the string that is displayed +for the label. Symbols can be included with the label string by +escaping them using the "@" symbol - "@@" displays a single at +sign. Figure 3-4 shows the available symbols.
+ +
+Figure 3-4: FLTK label symbols
The @ sign may also be followed by the following optional +"formatting" characters, in this order:
+ +Thus, to show a very large arrow pointing downward you would use the +label string "@+92->". + +
The align() method positions the label. The following +constants are defined and may be OR'd together as needed:
+ +The labeltype() method sets the type of the label. The +following standard label types are included:
+ +The image() and deimage() methods set an image that +will be displayed with the widget. The deimage() method sets the +image that is shown when the widget is inactive, while the image() +method sets the image that is shown when the widget is active.
+ +To make an image you use a subclass of +Fl_Image.
+ +Label types are actually indexes into a table of functions +that draw them. The primary purpose of this is to use this to +draw the labels in ways inaccessible through the +fl_font mechanisim (e.g. FL_ENGRAVED_LABEL) or +with program-generated letters or symbology.
+ +| Note:
+ This interface has changed in FLTK 2.0! + |
+
To setup your own label type you will need to write two +functions: one to draw and one to measure the label. The draw +function is called with a pointer to a Fl_Label +structure containing the label information, the bounding box for +the label, and the label alignment:
+ +
+void xyz_draw(const Fl_Label *label, int x, int y, int w, int h, Fl_Align align) {
+...
+}
+
+
+The label should be drawn inside this bounding box, +even if FL_ALIGN_INSIDE is not enabled. The function +is not called if the label value is NULL.
+ +The measure function is called with a pointer to a +Fl_Label structure and references to the width and +height:
+ +
+void xyz_measure(const Fl_Label *label, int &w, int &h) {
+...
+}
+
+
+The function should measure the size of the label and set +w and h to the size it will occupy.
+ +The Fl::set_labeltype method creates a label type +using your draw and measure functions:
+ ++#define XYZ_LABEL FL_FREE_LABELTYPE + +Fl::set_labeltype(XYZ_LABEL, xyz_draw, xyz_measure); ++ +
The label type number n can be any integer value +starting at the constant FL_FREE_LABELTYPE. Once you +have added the label type you can use the labeltype() +method to select your label type.
+ +The Fl::set_labeltype method can also be used to overload +an existing label type such as FL_NORMAL_LABEL.
+ +It is also possible to define your own drawings and add +them to the symbol list, so they can be rendered as part of +any label.
+ +To create a new symbol, you implement a drawing function +void drawit(Fl_Color c) which typically uses the +complex drawing functions +to generate a vector shape inside a two-by-two units sized box +around the origin. This function is then linked into the symbols +table using fl_add_symbol:
+ ++int fl_add_symbol(const char *name, void (*drawit)(Fl_Color), int scalable) ++ +
name is the name of the symbol without the "@"; scalable +must be set to 1 if the symbol is generated using scalable vector drawing +functions.
+ ++int fl_draw_symbol(const char *name,int x,int y,int w,int h,Fl_Color col) ++ +
This function draw a named symbol fitting the given rectangle. + +
Callbacks are functions that are called when the value of a +widget changes. A callback function is sent a Fl_Widget +pointer of the widget that changed and a pointer to data that +you provide:
+ +
+void xyz_callback(Fl_Widget *w, void *data) {
+...
+}
+
+
+The callback() method sets the callback function for a +widget. You can optionally pass a pointer to some data needed for the +callback:
+ ++int xyz_data; + +button->callback(xyz_callback, &xyz_data); ++ +
Normally callbacks are performed only when the value of the +widget changes. You can change this using the +when() +method:
+ ++button->when(FL_WHEN_NEVER); +button->when(FL_WHEN_CHANGED); +button->when(FL_WHEN_RELEASE); +button->when(FL_WHEN_RELEASE_ALWAYS); +button->when(FL_WHEN_ENTER_KEY); +button->when(FL_WHEN_ENTER_KEY_ALWAYS); +button->when(FL_WHEN_CHANGED | FL_WHEN_NOT_CHANGED); ++ +
| Note:
+
+ You cannot delete a widget inside a callback, as the + widget may still be accessed by FLTK after your callback + is completed. Instead, use the Fl::delete_widget() + method to mark your widget for deletion when it is safe + to do so. + +Hint: + + Many programmers new to FLTK or C++ try to use a + non-static class method instead of a static class method + or function for their callback. Since callbacks are done + outside a C++ class, the this pointer is not + initialized for class methods. + +To work around this problem, define a static method + in your class that accepts a pointer to the class, and + then have the static method call the class method(s) as + needed. The data pointer you provide to the + callback() method of the widget can be a + pointer to the instance of your class. + +
+class Foo {
+ void my_callback(Fl_Widget *w);
+ static void my_static_callback(Fl_Widget *w, void *f) { ((Foo *)f)->my_callback(w); }
+ ...
+}
+
+...
+
+w->callback(my_static_callback, (void *)this);
+
+ |
+
Shortcuts are key sequences that activate widgets such as +buttons or menu items. The shortcut() method sets the +shortcut for a widget:
+ ++button->shortcut(FL_Enter); +button->shortcut(FL_SHIFT + 'b'); +button->shortcut(FL_CTRL + 'b'); +button->shortcut(FL_ALT + 'b'); +button->shortcut(FL_CTRL + FL_ALT + 'b'); +button->shortcut(0); // no shortcut ++ +
The shortcut value is the key event value - the ASCII value +or one of the special keys like +FL_Enter - +combined with any modifiers like Shift, +Alt, and Control.
+ +*/ diff --git a/documentation/drawing.dox b/documentation/drawing.dox new file mode 100644 index 000000000..29694cc00 --- /dev/null +++ b/documentation/drawing.dox @@ -0,0 +1,967 @@ +/** + + \page drawing 5 - Drawing Things in FLTK + +This chapter covers the drawing functions that are provided with FLTK. + +
There are only certain places you can execute drawing code in FLTK. +Calling these functions at other places will result in undefined +behavior! + +
To use the drawing functions you must first include the +<FL/fl_draw.H> header file. FLTK provides the +following types of drawing functions: + +
FLTK provides three functions that can be used to draw boxes +for buttons and other UI controls. Each function uses the +supplied upper-lefthand corner and width and height to determine +where to draw the box. + +
The first box drawing function is fl_draw_box()
+which draws a standard boxtype c in the specified
+color c.
+
+
The fl_frame() function draws a series of line
+segments around the given box. The string s must
+contain groups of 4 letters which specify one of 24 standard
+grayscale values, where 'A' is black and 'X' is white. The order
+of each set of 4 characters is: top, left, bottom, right. The
+results of calling fl_frame() with a string that is
+not a multiple of 4 characters in length are undefined.
+
+
The only difference between this function and
+fl_frame2() is the order of the line segments.
+
+
See also: fl_frame boxtype. + +
The fl_frame2() function draws a series of line
+segments around the given box. The string s must
+contain groups of 4 letters which specify one of 24 standard
+grayscale values, where 'A' is black and 'X' is white. The order
+of each set of 4 characters is: bottom, right, top, left. The
+results of calling fl_frame2() with a string that is
+not a multiple of 4 characters in length are undefined.
+
+
The only difference between this function and
+fl_frame() is the order of the line segments.
+
+
You can limit all your drawing to a rectangular region by calling +fl_push_clip, and put the drawings back by using fl_pop_clip. +This rectangle is measured in pixels and is unaffected by the current +transformation matrix. + +
In addition, the system may provide clipping when updating windows +which may be more complex than a simple rectangle.
+ +Intersect the current clip region with a rectangle and push this new
+region onto the stack. The fl_clip() name is deprecated and
+will be removed from future releases.
+
+
Pushes an empty clip region on the stack so nothing will be clipped. + +
Restore the previous clip region. + +
| Note:
+
+ You must call fl_pop_clip() once for every + time you call fl_push_clip(). If you return to FLTK + with the clip stack not empty unpredictable results + occur. + + |
+
Returns non-zero if any of the rectangle intersects the current clip +region. If this returns 0 you don't have to draw the object. + +
| Note:
+
+ Under X this returns 2 if the rectangle is partially + clipped, and 1 if it is entirely inside the clip region. + + |
+
Intersect the rectangle x,y,w,h with the current +clip region and returns the bounding box of the result in +X,Y,W,H. Returns non-zero if the resulting rectangle is +different than the original. This can be used to limit the +necessary drawing to a rectangle. W and H are +set to zero if the rectangle is completely outside the region. + +
Replace the top of the clip stack with a clipping region of any shape. +Fl_Region is an operating system specific type. The second form returns +the current clipping region. + +
FLTK manages colors as 32-bit unsigned integers. Values from +0 to 255 represent colors from the FLTK 1.0.x standard colormap +and are allocated as needed on screens without TrueColor +support. The Fl_Color enumeration type defines the +standard colors and color cube for the first 256 colors. All of +these are named with symbols in <FL/Enumerations.H>. + +
Color values greater than 255 are treated as 24-bit RGB +values. These are mapped to the closest color supported by the +screen, either from one of the 256 colors in the FLTK 1.0.x +colormap or a direct RGB value on TrueColor screens. You can +generate 24-bit RGB color values using the fl_rgb_color() +function. + +
Sets the color for all subsequent drawing operations. + +
For colormapped displays, a color cell will be allocated out +of fl_colormap the first time you use a color. If the +colormap fills up then a least-squares algorithm is used to find +the closest color.
+ +Returns the last fl_color() that was set. This can +be used for state save/restore. + +
Set the color for all subsequent drawing operations. The +closest possible match to the RGB color is used. The RGB color +is used directly on TrueColor displays. For colormap visuals the +nearest index in the gray ramp or color cube is used. + +
FLTK supports drawing of lines with different styles and +widths. Full functionality is not available under Windows 95, 98, +and Me due to the reduced drawing functionality these operating +systems provide. + +
Set how to draw lines (the "pen"). If you change this it is your +responsibility to set it back to the default with +fl_line_style(0). + +
| Note:
+
+ Because of how line styles are implemented on WIN32 + systems, you must set the line style after + setting the drawing color. If you set the color after + the line style you will lose the line style settings! + + |
+
style is a bitmask which is a bitwise-OR of the following +values. If you don't specify a dash type you will get a solid +line. If you don't specify a cap or join type you will get a +system-defined default of whatever value is fastest. + +
width is the number of pixels thick to draw the lines. +Zero results in the system-defined default, which on both X and +Windows is somewhat different and nicer than 1. + + + +
dashes is a pointer to an array of dash lengths, measured in +pixels. The first location is how long to draw a solid portion, the +next is how long to draw the gap, then the solid, etc. It is +terminated with a zero-length entry. A NULL pointer or a zero-length +array results in a solid line. Odd array sizes are not supported and +result in undefined behavior. + +
| Note:
+
+ The dashes array does not work under Windows 95, 98, + or Me, since those operating systems do not support + complex line styles. + + |
+
These functions are used to draw almost all the FLTK widgets. +They draw on exact pixel boundaries and are as fast as possible. +Their behavior is duplicated exactly on all platforms FLTK is +ported. It is undefined whether these are affected by the transformation matrix, so you should only +call these while the matrix is set to the identity matrix (the +default). + +
Draw a single pixel at the given coordinates. + +
Color a rectangle that exactly fills the given bounding box. + +
Color a rectangle with "exactly" the passed +r,g,b color. On screens with less than 24 bits of +color this is done by drawing a solid-colored block using fl_draw_image() so that +the correct color shade is produced. + +
Draw a 1-pixel border inside this bounding box. + +
Draw one or two lines between the given points. + +
Outline a 3 or 4-sided polygon with lines. + +
Fill a 3 or 4-sided polygon. The polygon must be convex. + +
Draw horizontal and vertical lines. A horizontal line is +drawn first, then a vertical, then a horizontal. + +
Draw vertical and horizontal lines. A vertical line is drawn +first, then a horizontal, then a vertical. + +
Draw ellipse sections using integer coordinates. These +functions match the rather limited circle drawing code provided +by X and WIN32. The advantage over using fl_arc with floating point +coordinates is that they are faster because they often use the +hardware, and they draw much nicer small circles, since the +small sizes are often hard-coded bitmaps. + +
If a complete circle is drawn it will fit inside the passed bounding +box. The two angles are measured in degrees counterclockwise from +3'oclock and are the starting and ending angle of the arc, a2 +must be greater or equal to a1.
+ +fl_arc() draws a series of lines to approximate the arc. +Notice that the integer version of fl_arc() has a different +number of arguments than the fl_arc() +function described later in this chapter.
+ +fl_pie() draws a filled-in pie slice. This slice may +extend outside the line drawn by fl_arc; to avoid this +use w - 1 and h - 1.
+ +Scroll a rectangle and draw the newly exposed portions. The contents +of the rectangular area is first shifted by dx and +dy pixels. The callback is then called for every newly +exposed rectangular area, + +
The complex drawing functions let you draw arbitrary shapes +with 2-D linear transformations. The functionality matches that +found in the Adobe® PostScriptTM language. The +exact pixels that are filled are less defined than for the fast +drawing functions so that FLTK can take advantage of drawing +hardware. On both X and WIN32 the transformed vertices are +rounded to integers before drawing the line segments: this +severely limits the accuracy of these functions for complex +graphics, so use OpenGL when greater accuracy and/or performance +is required. + +
Save and restore the current transformation. The maximum +depth of the stack is 4. + +
Concatenate another transformation onto the current one. The rotation +angle is in degrees (not radians) and is counter-clockwise. + +
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 fl_transformed_vertex. + +
Start and end drawing a list of points. Points are added to +the list with fl_vertex. + +
Start and end drawing lines. + +
Start and end drawing a closed sequence of lines. + +
Start and end drawing a convex filled polygon. + +
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 fl_gap() to seperate loops of +the path. It is unnecessary but harmless to call +fl_gap() before the first vertex, after the last one, +or several times in a row. + +
| Note:
+
+ 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. + + |
+
fl_gap() should only be called between +fl_begin_complex_polygon() and +fl_end_complex_polygon(). To outline the polygon, use +fl_begin_loop() and replace each fl_gap() with +fl_end_loop();fl_begin_loop().
+ +Add a series of points on a Bezier curve to the path. The curve ends +(and two of the points) are at x,y and x3,y3. + +
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 fl_arc(). x,y are the center of +the circle, and r is its radius. fl_arc() +takes start and end angles that are measured +in degrees counter-clockwise from 3 o'clock. If end is +less than start then it draws the arc in a clockwise +direction. + +
fl_circle() is equivalent to fl_arc(...,0,360) but +may be faster. It must be the only thing in the path: if you +want a circle as part of a complex polygon you must use fl_arc(). + +
| Note:
+
+ fl_circle() draws incorrectly if the + transformation is both rotated and non-square scaled. + + |
+
All text is drawn in the current font. +It is undefined whether this location or the characters are +modified by the current transformation. + +
Draw a nul-terminated string or an array of n 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 +y. 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. + +
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 x, y, w and h. See Fl_Widget::align() +for values for align. The value +FL_ALIGN_INSIDE is ignored, as this function always +prints inside the box. + +
If img is provided and is not NULL, the +image is drawn above or below the text as specified by the +align value. + +
The draw_symbols argument specifies whether or not +to look for symbol names starting with the "@" character. + +
The text length is limited to 1024 caracters per line. + +
Measure how wide and tall the string will be when printed by +the fl_draw(...align) function. If the incoming +w is non-zero it will wrap to that width. + +
Recommended minimum line spacing for the current font. You +can also just use the value of size passed to fl_font(). + +
Recommended distance above the bottom of a +fl_height() tall box to draw the text at so it looks +centered vertically in that box. + +
Return the pixel width of a nul-terminated string, a sequence of n +characters, or a single character in the current font. + +
Unparse a shortcut value as used by Fl_Button +or Fl_Menu_Item +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. + +
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. + +
Initially only the first 16 faces are filled in. There are +symbolic names for them: FL_HELVETICA, +FL_TIMES, FL_COURIER, and modifier values +FL_BOLD and FL_ITALIC which can be added to +these, and FL_SYMBOL and FL_ZAPF_DINGBATS. +Faces greater than 255 cannot be used in Fl_Widget +labels, since Fl_Widget stores the index as a byte.
+ +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 fl_width(), but on X this will open +the display. + +
The font is identified by a face and a +size. The size of the font is measured in +pixels and not "points". Lines should be spaced +size pixels apart or more.
+ +Returns the face and size set by the most recent call to +fl_font(a,b). This can be used to save/restore the +font. + +
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. + +
FLTK provides the functions fl_latin1_to_local, +fl_local_to_latin1, fl_mac_roman_to_local, and +fl_local_to_mac_roman 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. + +
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 +Fahrvergn¸gen with a deformed umlaut u. +
+ btn = new Fl_Button(10, 10, 300, 25);
+ btn->copy_label(fl_latin1_to_local("Fahrvergnügen"));
+
+
+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. + +
These functions allow you to draw interactive selection rectangles +without using the overlay hardware. FLTK will XOR a single rectangle +outline over a window. + +
fl_overlay_rect() draws a selection rectangle, erasing any +previous rectangle by XOR'ing it first. fl_overlay_clear() +will erase the rectangle without drawing a new one. + +
Using these functions is tricky. You should make a widget +with both a handle() and draw() method. +draw() should call fl_overlay_clear() before +doing anything else. Your handle() method should call +window()->make_current() and then +fl_overlay_rect() after FL_DRAG events, and +should call fl_overlay_clear() after a +FL_RELEASE event.
+ +To draw images, you can either do it directly from data in +your memory, or you can create a Fl_Image 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 much faster. + +
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. + +
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 r,g,b order. X,Y are where to +put the top-left corner. W and H define the +size of the image. D is the delta to add to the pointer +between pixels, it may be any value greater or equal to +3, or it can be negative to flip the image +horizontally. LD is the delta to add to the pointer +between lines (if 0 is passed it uses W * D), and may +be larger than W * D to crop data, or negative to flip +the image vertically. + +
It is highly recommended that you put the following code before the +first show() of any window in your program to get rid +of the dithering if possible:
+ ++Fl::visual(FL_RGB); ++ +
Gray scale (1-channel) images may be drawn. This is done if +abs(D) is less than 3, or by calling +fl_draw_image_mono(). 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 +D greater than 1 will let you display one channel of a +color image. + +
| Note:
+
+ 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. + + |
+
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. + +
The callback is called with the void * user data +pointer which can be used to point at a structure of information +about the image, and the x, y, and w +of the scan line desired from the image. 0,0 is the upper-left +corner of the image, not X,Y. A pointer to a +buffer to put the data into is passed. You must copy w +pixels from scanline y, starting at pixel x, +to this buffer.
+ +Due to cropping, less than the whole image may be requested. +So x may be greater than zero, the first y may +be greater than zero, and w may be less than +W. The buffer is long enough to store the entire W +* D 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 x is not +zero, copy the data over so the x'th pixel is at the +start of the buffer.
+ +You can assume the y's will be consecutive, except +the first one may be greater than zero.
+ +If D is 4 or more, you must fill in the unused bytes +with zero.
+ +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. + +
To use an XPM, do:
+ ++#include "foo.xpm" +... +fl_draw_pixmap(foo, X, Y); ++ +
Transparent colors are replaced by the optional +Fl_Color argument. To draw with true transparency you must +use the Fl_Pixmap class. + +
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. + +
FLTK provides a single function for reading from the current +window or off-screen buffer into a RGB(A) image buffer.
+ +Read a RGB(A) image from the current window or off-screen +buffer. The p argument points to a buffer that can hold +the image and must be at least W*H*3 bytes when reading +RGB images and W*H*4 bytes when reading RGBA images. If +NULL, fl_read_image() will create an array of +the proper size which can be freed using delete[].
+ +The alpha 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.
+ +FLTK provides a base image class called Fl_Image 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 image() and +deimage() +methods or drawn directly. + +
The Fl_Image class +does almost nothing by itself, but is instead supported by three +basic image types: + +
The Fl_Bitmap class encapsulates a mono-color bitmap image. +The draw() method draws the image using the current drawing +color. + +
The Fl_Pixmap class encapsulates a colormapped image. +The draw() method draws the image using the colors in the +file, and masks off any transparent colors automatically. + +
The Fl_RGB_Image class encapsulates a full-color +(or grayscale) image with 1 to 4 color components. Images with +an even number of components are assumed to contain an +alpha channel that is used for transparency. The transparency +provided by the draw() method is either a 24-bit +blend against the existing window contents or a "screen door" +transparency mask, depending on the platform and screen color depth. + +
fl_can_do_alpha_blending() will return 1, if your +platform supports true alpha blending for RGBA images, or 0, +if FLTK will use screen door transparency. + +
FLTK also provides several image classes based on the three +standard image types for common file formats: + +
Each of these image classes load a named file of the +corresponding format. The Fl_Shared_Image class +can be used to load any type of image file - the class examines +the file and constructs an image of the appropriate type. + +
Finally, FLTK provides a special image class called Fl_Tiled_Image to tile +another image object in the specified area. This class can be +used to tile a background image in a Fl_Group widget, +for example. + +
The copy() method creates a copy of the image. The second form +specifies the new size of the image - the image is resized using the +nearest-neighbor algorithm. + +
The draw() method draws the image object. +x,y,w,h indicates a destination rectangle. +ox,oy,w,h is a source rectangle. This source rectangle +is copied to the destination. The source rectangle may extend +outside the image, i.e. ox and oy may be +negative and w and h may be bigger than the +image, and this area is left unchanged. + +
Draws the image with the upper-left corner at x,y. +This is the same as doing draw(x,y,img->w(),img->h(),0,0). + +
Create an RGB offscreen buffer with w*h pixels. + +
Delete a previously created offscreen buffer. All drawings are lost. + +
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 Fl_Widget::draw() to occur. + +
Quit sending drawing commands to this offscreen buffer. + +
Copy a rectangular area of the size w*h from srcx, srcy in the offscreen +buffer into the current buffer at x, y. + +*/ diff --git a/documentation/editor.dox b/documentation/editor.dox new file mode 100644 index 000000000..260c7a887 --- /dev/null +++ b/documentation/editor.dox @@ -0,0 +1,905 @@ +/** + + \page editor 4 - Designing a Simple Text Editor + +
This chapter takes you through the design of a simple +FLTK-based text editor. + +
Since this will be the first big project you'll be doing with FLTK, +lets define what we want our text editor to do: + +
Now that we've outlined the goals for our editor, we can begin with +the design of our GUI. Obviously the first thing that we need is a +window, which we'll place inside a class called EditorWindow: + +
+class EditorWindow : public Fl_Double_Window {
+ public:
+ EditorWindow(int w, int h, const char* t);
+ ~EditorWindow();
+
+ Fl_Window *replace_dlg;
+ Fl_Input *replace_find;
+ Fl_Input *replace_with;
+ Fl_Button *replace_all;
+ Fl_Return_Button *replace_next;
+ Fl_Button *replace_cancel;
+
+ Fl_Text_Editor *editor;
+ char search[256];
+};
+
+
+Our text editor will need some global variables to keep track of +things: + +
+int changed = 0; +char filename[256] = ""; +Fl_Text_Buffer *textbuf; ++ +
The textbuf variable is the text editor buffer for +our window class described previously. We'll cover the other +variables as we build the application.
+ +The first goal requires us to use a menubar and menus that +define each function the editor needs to perform. The Fl_Menu_Item structure is +used to define the menus and items in a menubar:
+ +
+Fl_Menu_Item menuitems[] = {
+ { "&File", 0, 0, 0, FL_SUBMENU },
+ { "&New File", 0, (Fl_Callback *)new_cb },
+ { "&Open File...", FL_CTRL + 'o', (Fl_Callback *)open_cb },
+ { "&Insert File...", FL_CTRL + 'i', (Fl_Callback *)insert_cb, 0, FL_MENU_DIVIDER },
+ { "&Save File", FL_CTRL + 's', (Fl_Callback *)save_cb },
+ { "Save File &As...", FL_CTRL + FL_SHIFT + 's', (Fl_Callback *)saveas_cb, 0, FL_MENU_DIVIDER },
+ { "New &View", FL_ALT + 'v', (Fl_Callback *)view_cb, 0 },
+ { "&Close View", FL_CTRL + 'w', (Fl_Callback *)close_cb, 0, FL_MENU_DIVIDER },
+ { "E&xit", FL_CTRL + 'q', (Fl_Callback *)quit_cb, 0 },
+ { 0 },
+
+ { "&Edit", 0, 0, 0, FL_SUBMENU },
+ { "&Undo", FL_CTRL + 'z', (Fl_Callback *)undo_cb, 0, FL_MENU_DIVIDER },
+ { "Cu&t", FL_CTRL + 'x', (Fl_Callback *)cut_cb },
+ { "&Copy", FL_CTRL + 'c', (Fl_Callback *)copy_cb },
+ { "&Paste", FL_CTRL + 'v', (Fl_Callback *)paste_cb },
+ { "&Delete", 0, (Fl_Callback *)delete_cb },
+ { 0 },
+
+ { "&Search", 0, 0, 0, FL_SUBMENU },
+ { "&Find...", FL_CTRL + 'f', (Fl_Callback *)find_cb },
+ { "F&ind Again", FL_CTRL + 'g', find2_cb },
+ { "&Replace...", FL_CTRL + 'r', replace_cb },
+ { "Re&place Again", FL_CTRL + 't', replace2_cb },
+ { 0 },
+
+ { 0 }
+};
+
+
+Once we have the menus defined we can create the +Fl_Menu_Bar widget and assign the menus to it with:
+ ++Fl_Menu_Bar *m = new Fl_Menu_Bar(0, 0, 640, 30); +m->copy(menuitems); ++ +
We'll define the callback functions later. + +
To keep things simple our text editor will use the +Fl_Text_Editor +widget to edit the text: + +
+w->editor = new Fl_Text_Editor(0, 30, 640, 370); +w->editor->buffer(textbuf); ++ +
So that we can keep track of changes to the file, we also want to add +a "modify" callback:
+ ++textbuf->add_modify_callback(changed_cb, w); +textbuf->call_modify_callbacks(); ++ +
Finally, we want to use a mono-spaced font like FL_COURIER: + +
+w->editor->textfont(FL_COURIER); ++ +
We can use the FLTK convenience functions for many of the +editor's dialogs, however the replace dialog needs its own +custom window. To keep things simple we will have a +"find" string, a "replace" string, and +"replace all", "replace next", and +"cancel" buttons. The strings are just +Fl_Input widgets, the "replace all" and +"cancel" buttons are Fl_Button widgets, and +the "replace next " button is a +Fl_Return_Button widget:
+ +
+Figure 4-1: The search and replace dialog.
+Fl_Window *replace_dlg = new Fl_Window(300, 105, "Replace"); +Fl_Input *replace_find = new Fl_Input(70, 10, 200, 25, "Find:"); +Fl_Input *replace_with = new Fl_Input(70, 40, 200, 25, "Replace:"); +Fl_Button *replace_all = new Fl_Button(10, 70, 90, 25, "Replace All"); +Fl_Button *replace_next = new Fl_Button(105, 70, 120, 25, "Replace Next"); +Fl_Button *replace_cancel = new Fl_Button(230, 70, 60, 25, "Cancel"); ++ +
Now that we've defined the GUI components of our editor, we +need to define our callback functions.
+ +This function will be called whenever the user changes any text in the +editor widget: + +
+void changed_cb(int, int nInserted, int nDeleted,int, const char*, void* v) {
+ if ((nInserted || nDeleted) && !loading) changed = 1;
+ EditorWindow *w = (EditorWindow *)v;
+ set_title(w);
+ if (loading) w->editor->show_insert_position();
+}
+
+
+The set_title() function is one that we will write to set +the changed status on the current file. We're doing it this way +because we want to show the changed status in the window's +title bar. + +
This callback function will call kf_copy() +to copy the currently selected text to the clipboard:
+ +
+void copy_cb(Fl_Widget*, void* v) {
+ EditorWindow* e = (EditorWindow*)v;
+ Fl_Text_Editor::kf_copy(0, e->editor);
+}
+
+
+This callback function will call kf_cut() +to cut the currently selected text to the clipboard:
+ +
+void cut_cb(Fl_Widget*, void* v) {
+ EditorWindow* e = (EditorWindow*)v;
+ Fl_Text_Editor::kf_cut(0, e->editor);
+}
+
+
+This callback function will call remove_selection() +to delete the currently selected text to the clipboard:
+ +
+void delete_cb(Fl_Widget*, void* v) {
+ textbuf->remove_selection();
+}
+
+
+This callback function asks for a search string using the fl_input() +convenience function and then calls the find2_cb() +function to find the string: + +
+void find_cb(Fl_Widget* w, void* v) {
+ EditorWindow* e = (EditorWindow*)v;
+ const char *val;
+
+ val = fl_input("Search String:", e->search);
+ if (val != NULL) {
+ // User entered a string - go find it!
+ strcpy(e->search, val);
+ find2_cb(w, v);
+ }
+
+
+This function will find the next occurrence of the search +string. If the search string is blank then we want to pop up the +search dialog: + +
+void find2_cb(Fl_Widget* w, void* v) {
+ EditorWindow* e = (EditorWindow*)v;
+ if (e->search[0] == '\0') {
+ // Search string is blank; get a new one...
+ find_cb(w, v);
+ return;
+ }
+
+ int pos = e->editor->insert_position();
+ int found = textbuf->search_forward(pos, e->search, &pos);
+ if (found) {
+ // Found a match; select and update the position...
+ textbuf->select(pos, pos+strlen(e->search));
+ e->editor->insert_position(pos+strlen(e->search));
+ e->editor->show_insert_position();
+ }
+ else fl_alert("No occurrences of \'%s\' found!", e->search);
+}
+
+
+If the search string cannot be found we use the fl_alert() +convenience function to display a message to that effect. + +
This callback function will clear the editor widget and current +filename. It also calls the check_save() function to give the +user the opportunity to save the current file first as needed: + +
+void new_cb(Fl_Widget*, void*) {
+ if (!check_save()) return;
+
+ filename[0] = '\0';
+ textbuf->select(0, textbuf->length());
+ textbuf->remove_selection();
+ changed = 0;
+ textbuf->call_modify_callbacks();
+}
+
+
+This callback function will ask the user for a filename and then load +the specified file into the input widget and current filename. It also +calls the check_save() function to give the user the +opportunity to save the current file first as needed: + +
+void open_cb(Fl_Widget*, void*) {
+ if (!check_save()) return;
+
+ char *newfile = fl_file_chooser("Open File?", "*", filename);
+ if (newfile != NULL) load_file(newfile, -1);
+}
+
+
+We call the load_file() function to actually load the file. + +
This callback function will call kf_paste() +to paste the clipboard at the current position:
+ +
+void paste_cb(Fl_Widget*, void* v) {
+ EditorWindow* e = (EditorWindow*)v;
+ Fl_Text_Editor::kf_paste(0, e->editor);
+}
+
+
+The quit callback will first see if the current file has been +modified, and if so give the user a chance to save it. It then exits +from the program: + +
+void quit_cb(Fl_Widget*, void*) {
+ if (changed && !check_save())
+ return;
+
+ exit(0);
+}
+
+
+The replace callback just shows the replace dialog: + +
+void replace_cb(Fl_Widget*, void* v) {
+ EditorWindow* e = (EditorWindow*)v;
+ e->replace_dlg->show();
+}
+
+
+This callback will replace the next occurence of the replacement +string. If nothing has been entered for the replacement string, then +the replace dialog is displayed instead: + +
+void replace2_cb(Fl_Widget*, void* v) {
+ EditorWindow* e = (EditorWindow*)v;
+ const char *find = e->replace_find->value();
+ const char *replace = e->replace_with->value();
+
+ if (find[0] == '\0') {
+ // Search string is blank; get a new one...
+ e->replace_dlg->show();
+ return;
+ }
+
+ e->replace_dlg->hide();
+
+ int pos = e->editor->insert_position();
+ int found = textbuf->search_forward(pos, find, &pos);
+
+ if (found) {
+ // Found a match; update the position and replace text...
+ textbuf->select(pos, pos+strlen(find));
+ textbuf->remove_selection();
+ textbuf->insert(pos, replace);
+ textbuf->select(pos, pos+strlen(replace));
+ e->editor->insert_position(pos+strlen(replace));
+ e->editor->show_insert_position();
+ }
+ else fl_alert("No occurrences of \'%s\' found!", find);
+}
+
+
+This callback will replace all occurences of the search +string in the file: + +
+void replall_cb(Fl_Widget*, void* v) {
+ EditorWindow* e = (EditorWindow*)v;
+ const char *find = e->replace_find->value();
+ const char *replace = e->replace_with->value();
+
+ find = e->replace_find->value();
+ if (find[0] == '\0') {
+ // Search string is blank; get a new one...
+ e->replace_dlg->show();
+ return;
+ }
+
+ e->replace_dlg->hide();
+
+ e->editor->insert_position(0);
+ int times = 0;
+
+ // Loop through the whole string
+ for (int found = 1; found;) {
+ int pos = e->editor->insert_position();
+ found = textbuf->search_forward(pos, find, &pos);
+
+ if (found) {
+ // Found a match; update the position and replace text...
+ textbuf->select(pos, pos+strlen(find));
+ textbuf->remove_selection();
+ textbuf->insert(pos, replace);
+ e->editor->insert_position(pos+strlen(replace));
+ e->editor->show_insert_position();
+ times++;
+ }
+ }
+
+ if (times) fl_message("Replaced %d occurrences.", times);
+ else fl_alert("No occurrences of \'%s\' found!", find);
+}
+
+
+This callback just hides the replace dialog: + +
+void replcan_cb(Fl_Widget*, void* v) {
+ EditorWindow* e = (EditorWindow*)v;
+ e->replace_dlg->hide();
+}
+
+
+This callback saves the current file. If the current filename is +blank it calls the "save as" callback: + +
+void save_cb(void) {
+ if (filename[0] == '\0') {
+ // No filename - get one!
+ saveas_cb();
+ return;
+ }
+ else save_file(filename);
+}
+
+
+The save_file() function saves the current file to the +specified filename. + +
This callback asks the user for a filename and saves the current file: + +
+void saveas_cb(void) {
+ char *newfile;
+
+ newfile = fl_file_chooser("Save File As?", "*", filename);
+ if (newfile != NULL) save_file(newfile);
+}
+
+
+The save_file() function saves the current file to the +specified filename. + +
Now that we've defined the callback functions, we need our support +functions to make it all work: + +
This function checks to see if the current file needs to be saved. If +so, it asks the user if they want to save it: + +
+int check_save(void) {
+ if (!changed) return 1;
+
+ int r = fl_choice("The current file has not been saved.\n"
+ "Would you like to save it now?",
+ "Cancel", "Save", "Discard");
+
+ if (r == 1) {
+ save_cb(); // Save the file...
+ return !changed;
+ }
+
+ return (r == 2) ? 1 : 0;
+}
+
+
+This function loads the specified file into the textbuf class: + +
+int loading = 0;
+void load_file(char *newfile, int ipos) {
+ loading = 1;
+ int insert = (ipos != -1);
+ changed = insert;
+ if (!insert) strcpy(filename, "");
+ int r;
+ if (!insert) r = textbuf->loadfile(newfile);
+ else r = textbuf->insertfile(newfile, ipos);
+ if (r)
+ fl_alert("Error reading from file \'%s\':\n%s.", newfile, strerror(errno));
+ else
+ if (!insert) strcpy(filename, newfile);
+ loading = 0;
+ textbuf->call_modify_callbacks();
+}
+
+
+When loading the file we use the loadfile() +method to "replace" the text in the buffer, or the insertfile() +method to insert text in the buffer from the named file. + +
This function saves the current buffer to the specified file: + +
+void save_file(char *newfile) {
+ if (textbuf->savefile(newfile))
+ fl_alert("Error writing to file \'%s\':\n%s.", newfile, strerror(errno));
+ else
+ strcpy(filename, newfile);
+ changed = 0;
+ textbuf->call_modify_callbacks();
+}
+
+
+This function checks the changed variable and updates the +window label accordingly: +
+void set_title(Fl_Window* w) {
+ if (filename[0] == '\0') strcpy(title, "Untitled");
+ else {
+ char *slash;
+ slash = strrchr(filename, '/');
+#ifdef WIN32
+ if (slash == NULL) slash = strrchr(filename, '\\');
+#endif
+ if (slash != NULL) strcpy(title, slash + 1);
+ else strcpy(title, filename);
+ }
+
+ if (changed) strcat(title, " (modified)");
+
+ w->label(title);
+}
+
+
+Once we've created all of the support functions, the only thing left +is to tie them all together with the main() function. +The main() function creates a new text buffer, creates a +new view (window) for the text, shows the window, loads the file on +the command-line (if any), and then enters the FLTK event loop: + +
+int main(int argc, char **argv) {
+ textbuf = new Fl_Text_Buffer;
+
+ Fl_Window* window = new_view();
+
+ window->show(1, argv);
+
+ if (argc > 1) load_file(argv[1], -1);
+
+ return Fl::run();
+}
+
+
+The complete source for our text editor can be found in the test/editor.cxx source file. Both the Makefile and Visual C++ +workspace include the necessary rules to build the editor. You can +also compile it using a standard compiler with: + +
+CC -o editor editor.cxx -lfltk -lXext -lX11 -lm ++ +
or by using the fltk-config script with: + +
+fltk-config --compile editor.cxx ++ +
As noted in Chapter 1, you may need to +include compiler and linker options to tell them where to find the FLTK +library. Also, the CC command may also be called gcc +or c++ on your system. + +
Congratulations, you've just built your own text editor!
+ +
+Figure 4-2: The completed editor window
Now that we've implemented the basic functionality, it is
+time to show off some of the advanced features of the
+Fl_Text_Editor widget.
+
+
The Fl_Text_Editor widget supports highlighting
+of text with different fonts, colors, and sizes. The
+implementation is based on the excellent NEdit text editor core, which
+uses a parallel "style" buffer which tracks the font, color, and
+size of the text that is drawn.
+
+
Styles are defined using the
+Fl_Text_Display::Style_Table_Entry structure
+defined in <FL/Fl_Text_Display.H>:
+
+
+struct Style_Table_Entry {
+ Fl_Color color;
+ Fl_Font font;
+ int size;
+ unsigned attr;
+};
+
+
+The color member sets the color for the text,
+the font member sets the FLTK font index to use,
+and the size member sets the pixel size of the
+text. The attr member is currently not used.
+
+
For our text editor we'll define 7 styles for plain code, +comments, keywords, and preprocessor directives: + +
+Fl_Text_Display::Style_Table_Entry styletable[] = { // Style table
+ { FL_BLACK, FL_COURIER, FL_NORMAL_SIZE }, // A - Plain
+ { FL_DARK_GREEN, FL_COURIER_ITALIC, FL_NORMAL_SIZE }, // B - Line comments
+ { FL_DARK_GREEN, FL_COURIER_ITALIC, FL_NORMAL_SIZE }, // C - Block comments
+ { FL_BLUE, FL_COURIER, FL_NORMAL_SIZE }, // D - Strings
+ { FL_DARK_RED, FL_COURIER, FL_NORMAL_SIZE }, // E - Directives
+ { FL_DARK_RED, FL_COURIER_BOLD, FL_NORMAL_SIZE }, // F - Types
+ { FL_BLUE, FL_COURIER_BOLD, FL_NORMAL_SIZE } // G - Keywords
+};
+
+
+You'll notice that the comments show a letter next to each +style - each style in the style buffer is referenced using a +character starting with the letter 'A'. + +
You call the highlight_data() method to associate the
+style data and buffer with the text editor widget:
+
+
+Fl_Text_Buffer *stylebuf; + +w->editor->highlight_data(stylebuf, styletable, + sizeof(styletable) / sizeof(styletable[0]), + 'A', style_unfinished_cb, 0); ++ +
Finally, you need to add a callback to the main text buffer so +that changes to the text buffer are mirrored in the style buffer: + +
+textbuf->add_modify_callback(style_update, w->editor); ++ +
The style_update() function, like the change_cb()
+function described earlier, is called whenever text is added or removed from
+the text buffer. It mirrors the changes in the style buffer and then updates
+the style data as necessary:
+
+
+//
+// 'style_update()' - Update the style buffer...
+//
+
+void
+style_update(int pos, // I - Position of update
+ int nInserted, // I - Number of inserted chars
+ int nDeleted, // I - Number of deleted chars
+ int nRestyled, // I - Number of restyled chars
+ const char *deletedText, // I - Text that was deleted
+ void *cbArg) { // I - Callback data
+ int start, // Start of text
+ end; // End of text
+ char last, // Last style on line
+ *style, // Style data
+ *text; // Text data
+
+
+ // If this is just a selection change, just unselect the style buffer...
+ if (nInserted == 0 && nDeleted == 0) {
+ stylebuf->unselect();
+ return;
+ }
+
+ // Track changes in the text buffer...
+ if (nInserted > 0) {
+ // Insert characters into the style buffer...
+ style = new char[nInserted + 1];
+ memset(style, 'A', nInserted);
+ style[nInserted] = '\0';
+
+ stylebuf->replace(pos, pos + nDeleted, style);
+ delete[] style;
+ } else {
+ // Just delete characters in the style buffer...
+ stylebuf->remove(pos, pos + nDeleted);
+ }
+
+ // Select the area that was just updated to avoid unnecessary
+ // callbacks...
+ stylebuf->select(pos, pos + nInserted - nDeleted);
+
+ // Re-parse the changed region; we do this by parsing from the
+ // beginning of the line of the changed region to the end of
+ // the line of the changed region... Then we check the last
+ // style character and keep updating if we have a multi-line
+ // comment character...
+ start = textbuf->line_start(pos);
+ end = textbuf->line_end(pos + nInserted - nDeleted);
+ text = textbuf->text_range(start, end);
+ style = stylebuf->text_range(start, end);
+ last = style[end - start - 1];
+
+ style_parse(text, style, end - start);
+
+ stylebuf->replace(start, end, style);
+ ((Fl_Text_Editor *)cbArg)->redisplay_range(start, end);
+
+ if (last != style[end - start - 1]) {
+ // The last character on the line changed styles, so reparse the
+ // remainder of the buffer...
+ free(text);
+ free(style);
+
+ end = textbuf->length();
+ text = textbuf->text_range(start, end);
+ style = stylebuf->text_range(start, end);
+
+ style_parse(text, style, end - start);
+
+ stylebuf->replace(start, end, style);
+ ((Fl_Text_Editor *)cbArg)->redisplay_range(start, end);
+ }
+
+ free(text);
+ free(style);
+}
+
+
+The style_parse() function scans a copy of the
+text in the buffer and generates the necessary style characters
+for display. It assumes that parsing begins at the start of a line:
+
+
+//
+// 'style_parse()' - Parse text and produce style data.
+//
+
+void
+style_parse(const char *text,
+ char *style,
+ int length) {
+ char current;
+ int col;
+ int last;
+ char buf[255],
+ *bufptr;
+ const char *temp;
+
+ for (current = *style, col = 0, last = 0; length > 0; length --, text ++) {
+ if (current == 'A') {
+ // Check for directives, comments, strings, and keywords...
+ if (col == 0 && *text == '#') {
+ // Set style to directive
+ current = 'E';
+ } else if (strncmp(text, "//", 2) == 0) {
+ current = 'B';
+ } else if (strncmp(text, "/*", 2) == 0) {
+ current = 'C';
+ } else if (strncmp(text, "\\\"", 2) == 0) {
+ // Quoted quote...
+ *style++ = current;
+ *style++ = current;
+ text ++;
+ length --;
+ col += 2;
+ continue;
+ } else if (*text == '\"') {
+ current = 'D';
+ } else if (!last && islower(*text)) {
+ // Might be a keyword...
+ for (temp = text, bufptr = buf;
+ islower(*temp) && bufptr < (buf + sizeof(buf) - 1);
+ *bufptr++ = *temp++);
+
+ if (!islower(*temp)) {
+ *bufptr = '\0';
+
+ bufptr = buf;
+
+ if (bsearch(&bufptr, code_types,
+ sizeof(code_types) / sizeof(code_types[0]),
+ sizeof(code_types[0]), compare_keywords)) {
+ while (text < temp) {
+ *style++ = 'F';
+ text ++;
+ length --;
+ col ++;
+ }
+
+ text --;
+ length ++;
+ last = 1;
+ continue;
+ } else if (bsearch(&bufptr, code_keywords,
+ sizeof(code_keywords) / sizeof(code_keywords[0]),
+ sizeof(code_keywords[0]), compare_keywords)) {
+ while (text < temp) {
+ *style++ = 'G';
+ text ++;
+ length --;
+ col ++;
+ }
+
+ text --;
+ length ++;
+ last = 1;
+ continue;
+ }
+ }
+ }
+ } else if (current == 'C' && strncmp(text, "*/", 2) == 0) {
+ // Close a C comment...
+ *style++ = current;
+ *style++ = current;
+ text ++;
+ length --;
+ current = 'A';
+ col += 2;
+ continue;
+ } else if (current == 'D') {
+ // Continuing in string...
+ if (strncmp(text, "\\\"", 2) == 0) {
+ // Quoted end quote...
+ *style++ = current;
+ *style++ = current;
+ text ++;
+ length --;
+ col += 2;
+ continue;
+ } else if (*text == '\"') {
+ // End quote...
+ *style++ = current;
+ col ++;
+ current = 'A';
+ continue;
+ }
+ }
+
+ // Copy style info...
+ if (current == 'A' && (*text == '{' || *text == '}')) *style++ = 'G';
+ else *style++ = current;
+ col ++;
+
+ last = isalnum(*text) || *text == '.';
+
+ if (*text == '\n') {
+ // Reset column and possibly reset the style
+ col = 0;
+ if (current == 'B' || current == 'E') current = 'A';
+ }
+ }
+}
+
+
+*/
diff --git a/documentation/enumerations.dox b/documentation/enumerations.dox
new file mode 100644
index 000000000..10ed628f5
--- /dev/null
+++ b/documentation/enumerations.dox
@@ -0,0 +1,304 @@
+/**
+
+ \page enumerations C - FLTK Enumerations
+
+This appendix lists the enumerations provided in the +<FL/Enumerations.H> header file, organized by +section. Constants whose value is zero are marked with "(0)", +this is often useful to know when programming. + +
The following constants define the button numbers for FL_PUSH and +FL_RELEASE events: + +
The Fl_Color enumeration type holds a FLTK color value. +Colors are either 8-bit indexes into a virtual colormap or 24-bit RGB +color values. Color indices occupy the lower 8 bits of the value, while +RGB colors occupy the upper 24 bits, for a byte organization of RGBI. + +
Constants are defined for the user-defined foreground and background +colors, as well as specific colors and the start of the grayscale ramp +and color cube in the virtual colormap. Inline functions are provided to +retrieve specific grayscale, color cube, or RGB color values. + +
The following color constants can be used to access the user-defined +colors: + +
The following color constants can be used to access the colors from the +FLTK standard color cube: + +
The inline methods for getting a grayscale, color cube, or +RGB color value are described in Appendix B - Function +Reference. + +
The following constants define the mouse cursors that are available in +FLTK. The double-headed arrows are bitmaps +provided by FLTK on X, the others are provided by system-defined +cursors.
+ +This chapter discusses the FLTK event model and how to handle +events in your program or widget. + +
Every time a user moves the mouse pointer, clicks a button, +or presses a key, an event is generated and sent to your +application. Events can also come from other programs like the +window manager. + +
Events are identified by the integer argument passed to the +Fl_Widget::handle() virtual +method. Other information about the most recent event is stored in +static locations and acquired by calling the Fl::event_*() methods. This static +information remains valid until the next event is read from the window +system, so it is ok to look at it outside of the handle() +method. + +
A mouse button has gone down with the mouse pointing at this +widget. You can find out what button by calling +Fl::event_button(). You find out the mouse position by +calling Fl::event_x() and Fl::event_y(). + +
A widget indicates that it "wants" the mouse click +by returning non-zero from its handle() method. It +will then become the +Fl::pushed() widget and will get FL_DRAG and +the matching FL_RELEASE events. If handle() +returns zero then FLTK will try sending the FL_PUSH to +another widget.
+ +The mouse has moved with a button held down. The current +button state is in Fl::event_state(). +The mouse position is in Fl::event_x() and Fl::event_y(). + +
In order to receive FL_DRAG events, the widget must +return non-zero when handling FL_PUSH.
+ +A mouse button has been released. You can find out what +button by calling Fl::event_button(). + +
In order to receive the FL_RELEASE event, the widget must +return non-zero when handling FL_PUSH.
+ +The mouse has moved without any mouse buttons held down. +This event is sent to the Fl::belowmouse() +widget.
+ +In order to receive FL_MOVE events, the widget must +return non-zero when handling FL_ENTER.
+ +The user has moved the mouse wheel. The Fl::event_dx() and Fl::event_dy() methods +can be used to find the amount to scroll horizontally and +vertically. + +
The mouse has been moved to point at this widget. This can +be used for highlighting feedback. If a widget wants to +highlight or otherwise track the mouse, it indicates this by +returning non-zero from its handle() method. It then +becomes the Fl::belowmouse() +widget and will receive FL_MOVE and FL_LEAVE +events. + +
The mouse has moved out of the widget. + +
In order to receive the FL_LEAVE event, the widget must +return non-zero when handling FL_ENTER.
+ +This indicates an attempt to give a widget the +keyboard focus. + +
If a widget wants the focus, it should change itself to +display the fact that it has the focus, and return non-zero from +its handle() +method. It then becomes the Fl::focus() widget and gets +FL_KEYDOWN, FL_KEYUP, and FL_UNFOCUS +events. + +
The focus will change either because the window manager +changed which window gets the focus, or because the user tried +to navigate using tab, arrows, or other keys. You can check Fl::event_key() to +figure out why it moved. For navigation it will be the key +pressed and interaction with the window manager it will be +zero. + +
This event is sent to the previous Fl::focus() widget when +another widget gets the focus or the window loses focus. + +
A key was pressed or released. The key can be found in Fl::event_key(). The +text that the key should insert can be found with Fl::event_text() and +its length is in Fl::event_length(). +If you use the key handle() should return 1. If you +return zero then FLTK assumes you ignored the key and will +then attempt to send it to a parent widget. If none of them want +it, it will change the event into a FL_SHORTCUT event. + +
To receive FL_KEYBOARD events you must also
+respond to the FL_FOCUS and FL_UNFOCUS
+events.
+
+
If you are writing a text-editing widget you may also want to +call the Fl::compose() +function to translate individual keystrokes into foreign +characters. + +
FL_KEYUP events are sent to the widget that
+currently has focus. This is not necessarily the same widget
+that received the corresponding FL_KEYDOWN event
+because focus may have changed between events.
+
+
If the Fl::focus() +widget is zero or ignores an FL_KEYBOARD event then +FLTK tries sending this event to every widget it can, until one +of them returns non-zero. FL_SHORTCUT is first sent to +the Fl::belowmouse() widget, then its parents and +siblings, and eventually to every widget in the window, trying +to find an object that returns non-zero. FLTK tries really hard +to not to ignore any keystrokes! + +
You can also make "global" shortcuts by using Fl::add_handler(). A +global shortcut will work no matter what windows are displayed +or which one has the focus.
+ +This widget is no longer active, due to deactivate() +being called on it or one of its parents. active() may +still be true after this, the widget is only active if +active() is true on it and all its parents (use active_r() to check this). + +
This widget is now active, due to activate() +being called on it or one of its parents. + +
This widget is no longer visible, due to hide() being +called on it or one of its parents, or due to a parent window +being minimized. visible() may still be true after +this, but the widget is visible only if visible() is +true for it and all its parents (use visible_r() to +check this). + +
This widget is visible again, due to show() being +called on it or one of its parents, or due to a parent window +being restored. Child Fl_Windows respond to this by +actually creating the window if not done already, so if you +subclass a window, be sure to pass FL_SHOW to the base +class handle() method! + +
You should get this event some time after you call Fl::paste(). The contents +of Fl::event_text() +is the text to insert and the number of characters is in Fl::event_length(). + +
The Fl::selection_owner() +will get this event before the selection is moved to another +widget. This indicates that some other widget or program has +claimed the selection. Motif programs used this to clear the +selection indication. Most modern programs ignore this. + +
FLTK supports drag and drop of text and files from any +application on the desktop. Text is transfered using +the current code page. Files are received as a list of full path +and file names, seperated by newline. On some platforms, path +names are prepended with file://. + +
The drag and drop data is available in Fl::event_text() +at the concluding FL_PASTE. On some platforms, the +event text is also available for the FL_DND_* events, +however application must not depend on that behavior because it +depends on the protocol used on each platform. + +
FL_DND_* events cannot be used in widgets derived +from Fl_Group or Fl_Window. + +
The mouse has been moved to point at this widget. A widget +that is interested in receiving drag'n'drop data must return 1 +to receive FL_DND_DRAG, FL_DND_LEAVE and FL_DND_RELEASE events. + +
The mouse has been moved inside a widget while dragging data. +A widget that is interested in receiving drag'n'drop data should +indicate the possible drop position. + +
The mouse has moved out of the widget. + +
The user has released the mouse button dropping data into +the widget. If the widget returns 1, it will receive the data in +the immediatly following FL_PASTE event. + + + +
FLTK keeps the information about the most recent event in +static storage. This information is good until the next event is +processed. Thus it is valid inside handle() and +callback() methods. + +
These are all trivial inline functions and thus very fast and small:
+ +FLTK follows very simple and unchangeable rules for sending +events. The major innovation is that widgets can indicate (by +returning 0 from the handle() method) that they are not +interested in an event, and FLTK can then send that event +elsewhere. This eliminates the need for "interests" +(event masks or tables), and this is probably the main reason +FLTK is much smaller than other toolkits. + +
Most events are sent directly to the handle() method +of the Fl_Window that the window system says they +belong to. The window (actually the Fl_Group that +Fl_Window is a subclass of) is responsible for sending +the events on to any child widgets. To make the +Fl_Group code somewhat easier, FLTK sends some events +(FL_DRAG, FL_RELEASE, FL_KEYBOARD, +FL_SHORTCUT, FL_UNFOCUS, and +FL_LEAVE) directly to leaf widgets. These procedures +control those leaf widgets: + +
The foreign-letter compose processing done by the Fl_Input widget is provided in +a function that you can call if you are writing your own text editor +widget. + +
FLTK uses its own compose processing to allow "preview" of +the partially composed sequence, which is impossible with the +usual "dead key" processing. + +
Although currently only characters in the ISO-8859-1 +character set are handled, you should call this in case any +enhancements to the processing are done in the future. The +interface has been designed to handle arbitrary UTF-8 encoded +text. + +
The following methods are provided for character composition: + +
March 19, 2005
+ +The FLTK distribution contains over 60 sample applications written +in, or ported to, FLTK. If the FLTK archive you received does not +contain a 'test' directory, you can download the complete FLTK +distribution from +http://fltk.org/software.php.
+ +Most of the example programs were created while testing a group of widgets. +They are not meant to be great achievements in clean C++ programming, but merely +a test platform to verify the functionality of the FLTK library.
+ +| Example Applications | +|||||
| adjuster | +arc | +ask | +bitmap | +blocks | +boxtype | +
| browser | +button | +buttons | +checkers | +clock | +colbrowser | +
| color_chooser | +cube | +CubeView | +cursor | +curve | +demo | +
| doublebuffer | +editor | +fast_slow | +file_chooser | +fluid | +fonts | +
| forms | +fractals | +fullscreen | +gl_overlay | +glpuzzle | +hello | +
| help | +iconize | +image | +inactive | +input | +input_choice | +
| keyboard | +label | +line_style | +list_visuals | +mandelbrot | +menubar | +
| message | +minimum | +navigation | +output | +overlay | +pack | +
| pixmap_browser | +pixmap | +preferences | +radio | +resizebox | +resize | +
| scroll | +shape | +subwindow | +sudoku | +symbols | +tabs | +
| threads | +tile | +tiled_image | +valuators | +||
The tabs application shows the Fl_Tabs widget +on the left and the Fl_Wizard widget on the right side +for direct comparison of these two panel management widgets. + +
This chapter shows how to use the Fast Light User-Interface Designer +("FLUID") to create your GUIs.
+ +Subchapters: +
The Fast Light User Interface Designer, or FLUID, is a +graphical editor that is used to produce FLTK source code. FLUID +edits and saves its state in .fl files. These files +are text, and you can (with care) edit them in a text editor, +perhaps to get some special effects.
+ +FLUID can "compile" the .fl file into a +.cxx and a .h file. The .cxx file +defines all the objects from the .fl file and the +.h file declares all the global ones. FLUID also +supports localization (Internationalization) +of label strings using message files and the GNU gettext or +POSIX catgets interfaces. + +
A simple program can be made by putting all your code (including a +main() function) into the .fl file and thus making the .cxx file a +single source file to compile. Most programs are more complex than +this, so you write other .cxx files that call the FLUID functions. +These .cxx files must #include the .h file or they can +#include the .cxx file so it still appears to be a single source +file. + +

+Figure 9-1: FLUID organization.
Normally the FLUID file defines one or more functions or classes which +output C++ code. Each function defines a one or more FLTK +windows, and all the widgets that go inside those windows.
+Widgets created by FLUID are either "named", "complex named" or +"unnamed". A named widget has a legal C++ variable identifier as its +name (i.e. only alphanumeric and underscore). In this case FLUID +defines a global variable or class member that will point at the widget +after the function defining it is called. A complex named object has +punctuation such as '.' or '->' or any other symbols in its name. In +this case FLUID assigns a pointer to the widget to the name, but does +not attempt to declare it. This can be used to get the widgets into +structures. An unnamed widget has a blank name and no pointer is stored.
+Widgets may either call a named callback function that you write in +another source file, or you can supply a small piece of C++ source and +FLUID will write a private callback function into the .cxx file.
++fluid filename.fl &+ +to edit the .fl file filename.fl. If the file does not exist +you will get an error pop-up, but if you dismiss it you will be editing +a blank file of that name. You can run FLUID without any name, in +which case you will be editing an unnamed blank setup (but you can use +save-as to write it to a file). +
You can provide any of the standard FLTK switches before the filename:
++-display host:n.n +-geometry WxH+X+Y +-title windowtitle +-name classname +-iconic +-fg color +-bg color +-bg2 color +-scheme schemename ++ + +
Changing the colors may be useful to see what your interface +will look at if the user calls it with the same switches. +Similarly, using "-scheme plastic" will show how the interface +will look using the "plastic" scheme. + +
In the current version, if you don't put FLUID into the +background with '&' then you will be able to abort FLUID by +typing CTRL-C on the terminal. It will exit +immediately, losing any changes.
+ +To run FLUID under WIN32, double-click on the FLUID.exe +file. You can also run FLUID from the Command Prompt window. +FLUID always runs in the background under WIN32. + +
FLUID can also be called as a command-line +"compiler" to create the .cxx and .h +file from a .fl file. To do this type: + +
+fluid -c filename.fl ++ +
This will read the filename.fl file and write +filename.cxx and filename.h. Any leading +directory on filename.fl will be stripped, so they are +always written to the current directory. If there are any errors +reading or writing the files, FLUID will print the error and +exit with a non-zero code. You can use the following lines in a +makefile to automate the creation of the source and header +files: + +
+my_panels.h my_panels.cxx: my_panels.fl + fluid -c my_panels.fl ++ +
Most versions of make support rules that cause .fl +files to be compiled: + +
+.SUFFIXES: .fl .cxx .h +.fl.h .fl.cxx: + fluid -c $< ++ +
FLUID is an amazingly powerful little program. However, this +power comes at a price as it is not always obvious how to +accomplish seemingly simple tasks with it. This tutorial will +show you how to generate a complete user interface class with +FLUID that is used for the CubeView program provided with FLTK. + +

+Figure 9-2: CubeView demo.
The window is of class CubeViewUI, and is completely generated by FLUID, including +class member functions. The central display of the cube is a separate +subclass of Fl_Gl_Window called CubeView. CubeViewUI manages CubeView +using callbacks from the various sliders and rollers to manipulate the +viewing angle and zoom of CubeView. +
At the completion of this tutorial you will (hopefully) understand +how to: +
You can safely skip this section as long as you realize the CubeView +is a sublass of Fl_Gl_Window and will respond to calls from +CubeViewUI, generated by FLUID. +
+class CubeView : public Fl_Gl_Window {
+ public:
+ CubeView(int x,int y,int w,int h,const char *l=0);
+ // this value determines the scaling factor used to draw the cube.
+ double size;
+ /* Set the rotation about the vertical (y ) axis.
+ *
+ * This function is called by the horizontal roller in CubeViewUI
+ * and the initialize button in CubeViewUI.
+ */
+ void v_angle(float angle){vAng=angle;};
+ // Return the rotation about the vertical (y ) axis.
+ float v_angle(){return vAng;};
+ /* Set the rotation about the horizontal (x ) axis.
+ *
+ * This function is called by the vertical roller in CubeViewUI
+ and the
+ * initialize button in CubeViewUI.
+ */
+ void h_angle(float angle){hAng=angle;};
+ // the rotation about the horizontal (x ) axis.
+ float h_angle(){return hAng;};
+ /* Sets the x shift of the cube view camera.
+ *
+ * This function is called by the slider in CubeViewUI and the
+ * initialize button in CubeViewUI.
+ */
+ void panx(float x){xshift=x;};
+ /* Sets the y shift of the cube view camera.
+ *
+ * This function is called by the slider in CubeViewUI and the
+ * initialize button in CubeViewUI.
+ */
+ void pany(float y){yshift=y;};
+ /* The widget class draw() override.
+ * The draw() function initialize Gl for another round of
+ * drawing then calls specialized functions for drawing each
+ * of the entities displayed in the cube view.
+ */
+ void draw();
+
+ private:
+ /* Draw the cube boundaries
+ * Draw the faces of the cube using the boxv[] vertices, using
+ * GL_LINE_LOOP for the faces. The color is #defined by
+ * CUBECOLOR.
+ */
+ void drawCube();
+
+ float vAng,hAng; float xshift,yshift;
+
+ float boxv0[3];float boxv1[3]; float boxv2[3];float boxv3[3];
+ float boxv4[3];float boxv5[3]; float boxv6[3];float boxv7[3];
+};
+
+
+Here is the CubeView implementation. It is very similar to the +"cube" demo included with FLTK. + +
+#include "CubeView.h"
+#include <math.h>
+
+CubeView::CubeView(int x,int y,int w,int h,const char *l)
+ : Fl_Gl_Window(x,y,w,h,l)
+{
+ vAng = 0.0; hAng=0.0; size=10.0;
+ /* The cube definition. These are the vertices of a unit cube
+ * centered on the origin.*/
+ boxv0[0] = -0.5; boxv0[1] = -0.5; boxv0[2] = -0.5; boxv1[0] = 0.5;
+ boxv1[1] = -0.5; boxv1[2] = -0.5; boxv2[0] = 0.5; boxv2[1] = 0.5;
+ boxv2[2] = -0.5; boxv3[0] = -0.5; boxv3[1] = 0.5; boxv3[2] = -0.5;
+ boxv4[0] = -0.5; boxv4[1] = -0.5; boxv4[2] = 0.5; boxv5[0] = 0.5;
+ boxv5[1] = -0.5; boxv5[2] = 0.5; boxv6[0] = 0.5; boxv6[1] = 0.5;
+ boxv6[2] = 0.5; boxv7[0] = -0.5; boxv7[1] = 0.5; boxv7[2] = 0.5;
+};
+
+// The color used for the edges of the bounding cube.
+#define CUBECOLOR 255,255,255,255
+
+void CubeView::drawCube() {
+/* Draw a colored cube */
+#define ALPHA 0.5
+ glShadeModel(GL_FLAT);
+
+ glBegin(GL_QUADS);
+ glColor4f(0.0, 0.0, 1.0, ALPHA);
+ glVertex3fv(boxv0);
+ glVertex3fv(boxv1);
+ glVertex3fv(boxv2);
+ glVertex3fv(boxv3);
+
+ glColor4f(1.0, 1.0, 0.0, ALPHA);
+ glVertex3fv(boxv0);
+ glVertex3fv(boxv4);
+ glVertex3fv(boxv5);
+ glVertex3fv(boxv1);
+
+ glColor4f(0.0, 1.0, 1.0, ALPHA);
+ glVertex3fv(boxv2);
+ glVertex3fv(boxv6);
+ glVertex3fv(boxv7);
+ glVertex3fv(boxv3);
+
+ glColor4f(1.0, 0.0, 0.0, ALPHA);
+ glVertex3fv(boxv4);
+ glVertex3fv(boxv5);
+ glVertex3fv(boxv6);
+ glVertex3fv(boxv7);
+
+ glColor4f(1.0, 0.0, 1.0, ALPHA);
+ glVertex3fv(boxv0);
+ glVertex3fv(boxv3);
+ glVertex3fv(boxv7);
+ glVertex3fv(boxv4);
+
+ glColor4f(0.0, 1.0, 0.0, ALPHA);
+ glVertex3fv(boxv1);
+ glVertex3fv(boxv5);
+ glVertex3fv(boxv6);
+ glVertex3fv(boxv2);
+ glEnd();
+
+ glColor3f(1.0, 1.0, 1.0);
+ glBegin(GL_LINES);
+ glVertex3fv(boxv0);
+ glVertex3fv(boxv1);
+
+ glVertex3fv(boxv1);
+ glVertex3fv(boxv2);
+
+ glVertex3fv(boxv2);
+ glVertex3fv(boxv3);
+
+ glVertex3fv(boxv3);
+ glVertex3fv(boxv0);
+
+ glVertex3fv(boxv4);
+ glVertex3fv(boxv5);
+
+ glVertex3fv(boxv5);
+ glVertex3fv(boxv6);
+
+ glVertex3fv(boxv6);
+ glVertex3fv(boxv7);
+
+ glVertex3fv(boxv7);
+ glVertex3fv(boxv4);
+
+ glVertex3fv(boxv0);
+ glVertex3fv(boxv4);
+
+ glVertex3fv(boxv1);
+ glVertex3fv(boxv5);
+
+ glVertex3fv(boxv2);
+ glVertex3fv(boxv6);
+
+ glVertex3fv(boxv3);
+ glVertex3fv(boxv7);
+ glEnd();
+};//drawCube
+
+void CubeView::draw() {
+ if (!valid()) {
+ glLoadIdentity(); glViewport(0,0,w(),h());
+ glOrtho(-10,10,-10,10,-20000,10000); glEnable(GL_BLEND);
+ glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
+ }
+
+ glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
+ glPushMatrix(); glTranslatef(xshift, yshift, 0);
+ glRotatef(hAng,0,1,0); glRotatef(vAng,1,0,0);
+ glScalef(float(size),float(size),float(size)); drawCube();
+ glPopMatrix();
+};
+
+
+We will completely construct a window to display and control the +CubeView defined in the previous section using FLUID. + +
Once you have started FLUID, the first step in defining a class is to +create a new class within FLUID using the New->Code->Class +menu item. Name the class "CubeViewUI" and leave the +subclass blank. We do not need any inheritance for this +window. You should see the new class declaration in the FLUID +browser window. + +

+Figure 9-3: FLUID file for CubeView.
Click on the CubeViewUI class in the FLUID window and add a new method +by selecting New->Code->Function/Method. The name of the +function will also be CubeViewUI. FLUID will understands that this will +be the constructor for the class and will generate the appropriate +code. Make sure you declare the constructor public. + +
Then add a window to the CubeViewUI class. Highlight the name of +the constructor in the FLUID browser window and click on +New->Group->Window. In a similar manner add the +following to the CubeViewUI constructor: + +
None of these additions need be public. And they shouldn't be +unless you plan to expose them as part of the interface for +CubeViewUI. + +
When you are finished you should have something like this: + +

+Figure 9-4: FLUID window containing CubeView demo.
We will talk about the show() method that is highlighted +shortly. + +
What we have is nice, but does little to show our cube. We have already +defined the CubeView class and we would like to show it within the +CubeViewUI. + +
The CubeView class inherits the Fl_Gl_Window class, which +is created in the same way as a Fl_Box widget. Use +New->Other->Box to add a square box to the main window. +This will be no ordinary box, however. + +
The Box properties window will appear. The key to letting CubeViewUI +display CubeView is to enter CubeView in the "Class:" text +entry box. This tells FLUID that it is not an Fl_Box, but a +similar widget with the same constructor. In the "Extra +Code:" field enter #include "CubeView.h" + +
This #include is important, as we have just included +CubeView as a member of CubeViewUI, so any public CubeView methods are +now available to CubeViewUI. + +

+Figure 9-5: CubeView methods.
Each of the widgets we defined before adding CubeView can have +callbacks that call CubeView methods. You can call an external +function or put in a short amount of code in the "Callback" +field of the widget panel. For example, the callback for the +ypan slider is: + +
+cube->pany(((Fl_Slider *)o)->value()); +cube->redraw(); ++ +
We call cube->redraw() after changing the value to update +the CubeView window. CubeView could easily be modified to do this, but +it is nice to keep this exposed in the case where you may want to do +more than one view change only redrawing once saves a lot of time. + +
There is no reason no wait until after you have added CubeView to +enter these callbacks. FLUID assumes you are smart enough not to refer +to members or functions that don't exist. + +
You can add class methods within FLUID that have nothing to do with the +GUI. An an example add a show function so that CubeViewUI can actually +appear on the screen. + +
Make sure the top level CubeViewUI is selected and select +New->Code->Function/Method. Just use the name +show(). We don't need a return value here, and since we will +not be adding any widgets to this method FLUID will assign it a return +type of void. + +

+Figure 9-6: CubeView constructor.
Once the new method has been added, highlight its name and select +New->Code->Code. Enter the method's code in the code window. + +
If you need to add code to initialize class, for example setting +initial values of the horizontal and vertical angles in the +CubeView, you can simply highlight the Constructor and select +New->Code->Code. Add any required code. + +
Now that we have completely defined the CubeViewUI, we have to generate +the code. There is one last trick to ensure this all works. Open the +preferences dialog from Edit->Preferences. + +
At the bottom of the preferences dialog box is the key: "Include +Header from Code". Select that option and set your desired file +extensions and you are in business. You can include the CubeViewUI.h +(or whatever extension you prefer) as you would any other C++ class. + + + +
The following sections describe each of the windows in FLUID. + +
The main window shows a menu bar and a scrolling browser of +all the defined widgets. The name of the .fl file being +edited is shown in the window title. + +
The widgets are stored in a hierarchy. You can open and close a +level by clicking the "triangle" at the left of a widget. +The leftmost widgets are the parents, and all the widgets +listed below them are their children. Parents don't have to have +any children.
+ +The top level of the hierarchy is composed of functions and +classes. Each of these will produce a single C++ public +function or class in the output .cxx file. Calling the function or +instantiating the class will create all of the child widgets.
+ +The second level of the hierarchy contains the windows. Each of these +produces an instance of class Fl_Window.
+ +Below that are either widgets (subclasses of Fl_Widget) or +groups of widgets (including other groups). Plain groups are for +layout, navigation, and resize purposes. Tab groups provide the +well-known file-card tab interface.
+ +Widgets are shown in the browser by either their name (such +as "main_panel" in the example), or by their type +and label (such as "Button "the green"").
+ +You select widgets by clicking on their names, which highlights +them (you can also select widgets from any displayed window). You can +select many widgets by dragging the mouse across them, or by using +Shift+Click to toggle them on and off. To select no widgets, click in +the blank area under the last widget. Note that hidden children may +be selected even when there is no visual indication of this. + +
You open widgets by double-clicking on them, or (to open several +widgets you have picked) by typing the F1 key. A control panel will appear +so you can change the widget(s).
+ +The menu bar at the top is duplicated as a pop-up menu on any +displayed window. The shortcuts for all the menu items work in any +window. The menu items are:
+ +Discards the current editing session and reads in a different +.fl file. You are asked for confirmation if you have +changed the current file. + +
FLUID can also read .fd files produced by the Forms +and XForms "fdesign" programs. It is best to +File/Merge them instead of opening them. FLUID does not +understand everything in a .fd file, and will print a +warning message on the controlling terminal for all data it does +not understand. You will probably need to edit the resulting +setup to fix these errors. Be careful not to save the file +without changing the name, as FLUID will write over the +.fd file with its own format, which fdesign cannot +read!
+ +Inserts the contents of another .fl file, without +changing the name of the current .fl file. All the +functions (even if they have the same names as the current ones) +are added, and you will have to use cut/paste to put the widgets +where you want. + +
Writes the current data to the .fl file. If the +file is unnamed then FLUID will ask for a filename. + +
Asks for a new filename and saves the file. + +
"Compiles" the data into a .cxx and .h +file. These are exactly the same as the files you get when you run +FLUID with the -c switch. + +
The output file names are the same as the .fl file, with +the leading directory and trailing ".fl" stripped, and +".h" or ".cxx" appended.
+ +Writes a message file for all of the text labels defined in +the current file. + +
The output file name is the same as the .fl file, +with the leading directory and trailing ".fl" +stripped, and ".txt", ".po", or +".msg" appended depending on the Internationalization Mode.
+ +Exits FLUID. You are asked for confirmation if you have +changed the current file. + +
This isn't implemented yet. You should do save often so you can +recover from any mistakes you make. + +
Deletes the selected widgets and all of their children. +These are saved to a "clipboard" file and can be +pasted back into any FLUID window. + +
Copies the selected widgets and all of their children to the +"clipboard" file. + +
Pastes the widgets from the clipboard file. + +
If the widget is a window, it is added to whatever function +is selected, or contained in the current selection.
+ +If the widget is a normal widget, it is added to whatever +window or group is selected. If none is, it is added to the +window or group that is the parent of the current selection.
+ +To avoid confusion, it is best to select exactly one widget +before doing a paste.
+ +Cut/paste is the only way to change the parent of a +widget.
+ +Selects all widgets in the same group as the current +selection. + +
If they are all selected already then this selects all +widgets in that group's parent. Repeatedly typing Ctrl+a will +select larger and larger groups of widgets until everything is +selected.
+ +Displays the current widget in the attributes panel. If the +widget is a window and it is not visible then the window is +shown instead. + +
Sorts the selected widgets into left to right, top to bottom +order. You need to do this to make navigation keys in FLTK work +correctly. You may then fine-tune the sorting with +"Earlier" and "Later". This does not affect +the positions of windows or functions. + +
Moves all of the selected widgets one earlier in order among +the children of their parent (if possible). This will affect +navigation order, and if the widgets overlap it will affect how +they draw, as the later widget is drawn on top of the earlier +one. You can also use this to reorder functions, classes, and +windows within functions. + +
Moves all of the selected widgets one later in order among +the children of their parent (if possible). + +
Creates a new Fl_Group and make all the currently +selected widgets children of it. + +
Deletes the parent group if all the children of a group are +selected. + +
Toggles the display of the red overlays off, without changing +the selection. This makes it easier to see box borders and how +the layout looks. The overlays will be forced back on if you +change the selection. + +
Displays the project settings panel. +The output filenames control the extensions or names of the +files the are generated by FLUID. If you check the "Include .h +from .cxx" button the code file will include the header file +automatically. + +
The internationalization options are described later in this chapter. + +

+Figure 9-7: FLUID Preferences Window.
Displays the GUI settings panel. This panel is used +to control the user interface settings. + +
Creates a new C function. You will be asked for a name for +the function. This name should be a legal C++ function +template, without the return type. You can pass arguments which +can be referred to by code you type into the individual widgets. + +
If the function contains any unnamed windows, it will be +declared as returning a Fl_Window pointer. The unnamed window +will be returned from it (more than one unnamed window is +useless). If the function contains only named windows, it will +be declared as returning nothing (void).
+ +It is possible to make the .cxx output be a +self-contained program that can be compiled and executed. This +is done by deleting the function name so +main(argc,argv) is used. The function will call +show() on all the windows it creates and then call +Fl::run(). This can also be used to test resize +behavior or other parts of the user interface.
+ +You can change the function name by double-clicking on the +function.
+ +Creates a new Fl_Window widget. The window is added +to the currently selected function, or to the function +containing the currently selected item. The window will appear, +sized to 100x100. You can resize it to whatever size you +require. + +
The widget panel will also appear and is described later in +this chapter.
+ +All other items on the New menu are subclasses of +Fl_Widget. Creating them will add them to the +currently selected group or window, or the group or window +containing the currently selected widget. The initial +dimensions and position are chosen by copying the current +widget, if possible. + +
When you create the widget you will get the widget's control +panel, which is described later in this chapter.
+ + +Align all selected widgets to the first widget in the selection. + +
Space all selected widgets evenly inside the selected space. +Widgets will be sorted from first to last. + +
Make all slected widgets the same size as the first selected widget. + +
Center all selected widgets relative to their parent widget + +
Displays the grid settings panel. +This panel +controls the grid that all widgets snap to when you move and +resize them, and for the "snap" which is how far a widget has to +be dragged from its original position to actually change. + + +
Displays the shell command panel. The shell command +is commonly used to run a 'make' script to compile the FLTK output. + +
Run the shell command again. + +
Pops up a panel showing the version of FLUID. + +
Shows this chapter of the manual. + +
Shows the contents page of the manual + +
When you double-click on a widget or a set of widgets you +will get the "widget attribute panel". + +
When you change attributes using this panel, the changes are +reflected immediately in the window. It is useful to hit the +"no overlay" button (or type Ctrl+Shift+O) to hide the +red overlay so you can see the widgets more accurately, +especially when setting the box type. + +
If you have several widgets selected, they may have different +values for the fields. In this case the value for one of +the widgets is shown. But if you change this value, all +of the selected widgets are changed to the new value. + +
Hitting "OK" makes the changes permanent. +Selecting a different widget also makes the changes permanent. +FLUID checks for simple syntax errors such as mismatched +parenthesis in any code before saving any text. + +
"Revert" or "Cancel" put everything back +to when you last brought up the panel or hit OK. However in the +current version of FLUID, changes to "visible" +attributes (such as the color, label, box) are not undone by +revert or cancel. Changes to code like the callbacks are +undone, however. + + +

+Figure 9-8: The FLUID widget GUI attributes.
String to print next to or inside the button. You can put +newlines into the string to make multiple lines. The easiest way +is by typing Ctrl+j.
+ +Symbols can be added to the +label using the at sign ("@"). + +
How to draw the label. Normal, shadowed, engraved, and +embossed change the appearance of the text. + +
The active image for the widget. Click on the +Browse... button to pick an image file using the file +chooser. + +
The inactive image for the widget. Click on the +Browse... button to pick an image file using the file +chooser. + +
Where to draw the label. The arrows put it on that side of +the widget, you can combine the to put it in the corner. The +"box" button puts the label inside the widget, rather +than outside. + +
The clip button clips the label to the widget box, the +wrap button wraps any text in the label, and the text +image button puts the text over the image instead of under +the image. + +
The position fields show the current position and size of the +widget box. Enter new values to move and/or resize a widget. + +
The values and limits of the current widget. Depending on the +type of widget, some or all of these fields may be inactive. + +
The shortcut key to activate the widget. Click on the +shortcut button and press any key sequence to set the shortcut. + +
The Visible button controls whether the widget is +visible (on) or hidden (off) initially. Don't change this for +windows or for the immediate children of a Tabs group. + +
The Active button controls whether the widget is +activated (on) or deactivated (off) initially. Most widgets +appear greyed out when deactivated. + +
The Resizable button controls whether the window is +resizeable. In addition all the size changes of a window or +group will go "into" the resizable child. If you have +a large data display surrounded by buttons, you probably want +that data area to be resizable. You can get more complex +behavior by making invisible boxes the resizable widget, or by +using hierarchies of groups. Unfortunately the only way to test +it is to compile the program. Resizing the FLUID window is +not the same as what will happen in the user program.
+ +The Hotspot button causes the parent window to be +positioned with that widget centered on the mouse. This +position is determined when the FLUID function is called, +so you should call it immediately before showing the window. If +you want the window to hide and then reappear at a new position, +you should have your program set the hotspot itself just before +show(). + +
The Border button turns the window manager border on +or off. On most window managers you will have to close the +window and reopen it to see the effect. + +
The string typed into here is passed to the X window manager +as the class. This can change the icon or window decorations. +On most (all?) window managers you will have to close the window +and reopen it to see the effect. + + +

+Figure 9-9: The FLUID widget Style attributes.
Font to draw the label in. Ignored by symbols, bitmaps, and +pixmaps. Your program can change the actual font used by these +"slots" in case you want some font other than the 16 +provided. + +
Pixel size (height) for the font to draw the label in. +Ignored by symbols, bitmaps, and pixmaps. To see the result +without dismissing the panel, type the new number and then Tab. + +
Color to draw the label. Ignored by pixmaps (bitmaps, +however, do use this color as the foreground color). + +
The boxtype to draw as a background for the widget. + +
Many widgets will work, and draw faster, with a +"frame" instead of a "box". A frame does +not draw the colored interior, leaving whatever was already +there visible. Be careful, as FLUID may draw this ok but the +real program may leave unwanted stuff inside the widget.
+ +If a window is filled with child widgets, you can speed up +redrawing by changing the window's box type to +"NO_BOX". FLUID will display a checkerboard for any +areas that are not colored in by boxes. Note that this +checkerboard is not drawn by the resulting program. Instead +random garbage will be displayed.
+ +The boxtype to draw when a button is pressed or for some +parts of other widgets like scrollbars and valuators. + +
The color to draw the box with.
+ +Some widgets will use this color for certain parts. FLUID +does not always show the result of this: this is the color +buttons draw in when pushed down, and the color of input fields +when they have the focus.
+ +Some widgets display text, such as input fields, pull-down +menus, and browsers. + + +

+Figure 9-10: The FLUID widget C++ attributes.
This is how you use your own subclasses of +Fl_Widget. Whatever identifier you type in here will +be the class that is instantiated. + +
In addition, no #include header file is put in the +.h file. You must provide a #include line as +the first line of the "Extra Code" which declares your +subclass.
+ +The class must be similar to the class you are spoofing. It +does not have to be a subclass. It is sometimes useful to +change this to another FLTK class. Currently the only way to get +a double-buffered window is to change this field for the window +to "Fl_Double_Window" and to add "#include +<FL/Fl_Double_Window.h>" to the extra code.
+ +Some classes have subtypes that modify their appearance or behavior. +You pick the subtype off of this menu. + +
Name of a variable to declare, and to store a pointer to this +widget into. This variable will be of type "<class>*". If the name is +blank then no variable is created. + +
You can name several widgets with "name[0]", "name[1]", "name[2]", +etc. This will cause FLUID to declare an array of pointers. The array +is big enough that the highest number found can be stored. All widgets +that in the array must be the same type.
+ +Controls whether the widget is publicly accessible. When +embedding widgets in a C++ class, this controls whether the +widget is public or private in the class. +Otherwise is controls whether the widget is declared +static or global (extern). + +
These four fields let you type in literal lines of code to +dump into the .h or .cxx files. + +
If the text starts with a # or the word +extern then FLUID thinks this is an "include" +line, and it is written to the .h file. If the same +include line occurs several times then only one copy is +written.
+ +All other lines are "code" lines. The current +widget is pointed to by the local variable o. The +window being constructed is pointed to by the local variable +w. You can also access any arguments passed to the +function here, and any named widgets that are before this +one.
+ +FLUID will check for matching parenthesis, braces, and +quotes, but does not do much other error checking. Be careful +here, as it may be hard to figure out what widget is producing +an error in the compiler. If you need more than four lines you +probably should call a function in your own .cxx +code.
+ +This can either be the name of a function, or a small snippet +of code. If you enter anything but letters, numbers, and the +underscore then FLUID treats it as code. + +
A name names a function in your own code. It must be +declared as void name(<class>*,void*).
+ +A code snippet is inserted into a static function in the +.cxx output file. The function prototype is void +name(class *o, void *v) so that you can refer to the +widget as o and the user_data() as +v. FLUID will check for matching parenthesis, braces, +and quotes, but does not do much other error checking. Be +careful here, as it may be hard to figure out what widget is +producing an error in the compiler.
+ +If the callback is blank then no callback is set.
+ +This is a value for the user_data() of the widget. +If blank the default value of zero is used. This can be any +piece of C code that can be cast to a void pointer. + +
The void * in the callback function prototypes is +replaced with this. You may want to use long for old +XForms code. Be warned that anything other than void * +is not guaranteed to work! However on most architectures other +pointer types are ok, and long is usually ok, too. + +
When to do the callback. This can be Never, +Changed, Release, or Enter Key. The value of +Enter Key is only useful for text input fields. + +
There are other rare but useful values for the +when() field that are not in the menu. You should use +the extra code fields to put these values in.
+ +The No Change button means the callback is done on the +matching event even if the data is not changed. + +
Double-clicking a window name in the browser will display it, +if not displayed yet. From this display you can select widgets, +sets of widgets, and move or resize them. To close a window +either double-click it or type ESC. + +
To select a widget, click it. To select several widgets drag +a rectangle around them. Holding down shift will toggle the +selection of the widgets instead.
+ +You cannot pick hidden widgets. You also cannot choose some +widgets if they are completely overlapped by later widgets. Use +the browser to select these widgets.
+ +The selected widgets are shown with a red "overlay" +line around them. You can move the widgets by dragging this +box. Or you can resize them by dragging the outer edges and +corners. Hold down the Alt key while dragging the mouse to +defeat the snap-to-grid effect for fine positioning.
+ +If there is a tab box displayed you can change which child is +visible by clicking on the file tabs. The child you pick is +selected.
+ +The arrow, tab, and shift+tab keys "navigate" the +selection. Left, right, tab, or shift+tab move to the next or +previous widgets in the hierarchy. Hit the right arrow enough +and you will select every widget in the window. Up/down widgets +move to the previous/next widgets that overlap horizontally. If +the navigation does not seem to work you probably need to +"Sort" the widgets. This is important if you have +input fields, as FLTK uses the same rules when using arrow keys +to move between input fields.
+ +To "open" a widget, double click it. To open +several widgets select them and then type F1 or pick +"Edit/Open" off the pop-up menu.
+ +Type Ctrl+o to temporarily toggle the overlay off without +changing the selection, so you can see the widget borders.
+ +You can resize the window by using the window manager border +controls. FLTK will attempt to round the window size to the +nearest multiple of the grid size and makes it big enough to +contain all the widgets (it does this using illegal X methods, +so it is possible it will barf with some window managers!). +Notice that the actual window in your program may not be +resizable, and if it is, the effect on child widgets may be +different.
+ +The panel for the window (which you get by double-clicking +it) is almost identical to the panel for any other Fl_Widget. +There are three extra items:
+ +The contents of the image files in the Image +and Inactive text fields are written to the .cxx +file. If many widgets share the same image then only one copy is +written. Since the image data is embedded in the generated +source code, you need only distribute the C++ code and not the +image files themselves.
+ +However, the filenames are stored in the .fl +file so you will need the image files as well to read the +.fl file. Filenames are relative to the location of the +.fl file and not necessarily the current directory. We +recommend you either put the images in the same directory as the +.fl file, or use absolute path names.
+ +FLUID runs using the default visual of your X server. This +may be 8 bits, which will give you dithered images. You may get +better results in your actual program by adding the code +"Fl::visual(FL_RGB)" to your code right before the +first window is displayed. + +
All widgets with the same image on them share the same code +and source X pixmap. Thus once you have put an image on a +widget, it is nearly free to put the same image on many other +widgets.
+ +If you edit an image at the same time you are using it in FLUID, +the only way to convince FLUID to read the image file again is to +remove the image from all widgets that are using it or re-load the +.fl file.
+ +Don't rely on how FLTK crops images that are outside the +widget, as this may change in future versions! The cropping of +inside labels will probably be unchanged.
+ +To more accurately place images, make a new "box" +widget and put the image in that as the label.
+ +FLUID reads X bitmap files which use C source code to define +a bitmap. Sometimes they are stored with the ".h" or +".bm" extension rather than the standard +".xbm" extension. + +
FLUID writes code to construct an Fl_Bitmap image and use it +to label the widget. The '1' bits in the bitmap are drawn using +the label color of the widget. You can change this color in the +FLUID widget attributes panel. The '0' bits are transparent.
+ +The program "bitmap" on the X distribution does an +adequate job of editing bitmaps.
+ +FLUID reads X pixmap files as used by the libxpm +library. These files use C source code to define a pixmap. The +filenames usually have the ".xpm" extension. + +
FLUID writes code to construct an Fl_Pixmap image and use it +to label the widget. The label color of the widget is ignored, +even for 2-color images that could be a bitmap. XPM files can +mark a single color as being transparent, and FLTK uses this +information to generate a transparency mask for the image.
+ +We have not found any good editors for small iconic pictures. +For pixmaps we have used XPaint +and the KDE icon editor.
+ +FLUID reads Windows BMP image files which are often used in +WIN32 applications for icons. FLUID converts BMP files into +(modified) XPM format and uses a Fl_BMP_Image image to label the +widget. Transparency is handled the same as for XPM files. All +image data is uncompressed when written to the source file, so +the code may be much bigger than the .bmp file.
+ +FLUID reads GIF image files which are often used in HTML +documents to make icons. FLUID converts GIF files into +(modified) XPM format and uses a Fl_GIF_Image image to label the +widget. Transparency is handled the same as for XPM files. All +image data is uncompressed when written to the source file, so +the code may be much bigger than the .gif file. Only +the first image of an animated GIF file is used.
+ +If FLTK is compiled with JPEG support, FLUID can read JPEG +image files which are often used for digital photos. FLUID uses +a Fl_JPEG_Image image to label the widget, and writes +uncompressed RGB or grayscale data to the source file. + +
If FLTK is compiled with PNG support, FLUID can read PNG +image files which are often used in HTML documents. FLUID uses a +Fl_PNG_Image image to label the widget, and writes uncompressed +RGB or grayscale data to the source file. PNG images can provide +a full alpha channel for partial transparency, and FLTK supports +this as best as possible on each platform. + +
FLUID supports internationalization (I18N for short) of label +strings used by widgets. The preferences window +(Ctrl+p) provides access to the I18N options. + +
FLUID supports three methods of I18N: use none, use GNU +gettext, and use POSIX catgets. The "use none" method is the +default and just passes the label strings as-is to the widget +constructors. + +
The "GNU gettext" method uses GNU gettext (or a similar +text-based I18N library) to retrieve a localized string before +calling the widget constructor. + +
The "POSIX catgets" method uses the POSIX catgets function to +retrieve a numbered message from a message catalog before +calling the widget constructor. + +
FLUID's code support for GNU gettext is limited to calling a +function or macro to retrieve the localized label; you still +need to call setlocale() and textdomain() or +bindtextdomain() to select the appropriate language and +message file. + +
To use GNU gettext for I18N, open the preferences window and +choose "GNU gettext" from the "Use" chooser. Two new input +fields will then appear to control the include file and +function/macro name to use when retrieving the localized label +strings. + +

+Figure 9-11: Internationalization using GNU gettext.
The "#include" field controls the header file to include for +I18N; by default this is <libintl.h>, the +standard I18N file for GNU gettext. + +
The "Function" field controls the function (or macro) that +will retrieve the localized message; by default the +gettext function will be called. + +
FLUID's code support for POSIX catgets allows you to use a +global message file for all interfaces or a file specific to +each .fl file; you still need to call +setlocale() to select the appropriate language. + +
To use POSIX catgets for I18N, open the preferences window +and choose "POSIX catgets" from the "Use" chooser. Three new +input fields will then appear to control the include file, +catalog file, and set number for retrieving the localized label +strings. + +

+Figure 9-12: Internationalization using POSIX catgets.
The "#include" field controls the header file to include for +I18N; by default this is <nl_types.h>, the +standard I18N file for POSIX catgets. + +
The "File" field controls the name of the catalog file +variable to use when retrieving localized messages; by default +the file field is empty which forces a local (static) catalog +file to be used for all of the windows defined in your +.fl file. + +
The "Set" field controls the set number in the catalog file. +The default set is 1 and rarely needs to be changed. + +
#if 0 and #endif
+type construction. This will effectively avoid compilation of
+blocks of code. However, static code and data generated by this
+segment (menu items, images, include statements, etc.) will still
+be generated and likely cause compile-time warnings.
+
+*/
diff --git a/documentation/forms.dox b/documentation/forms.dox
new file mode 100644
index 000000000..b2cb92ade
--- /dev/null
+++ b/documentation/forms.dox
@@ -0,0 +1,201 @@
+/**
+
+ \page forms E - Forms Compatibility
+
+This appendix describes the Forms compatibility included with FLTK. +
You will need to edit your main code considerably to get it to link +with the output from FLUID. If you are not interested in this you may +have more immediate luck with the forms compatibility header, +<FL/forms.H>.
+You will also have to compile your Forms or XForms program using a +C++ compiler. The FLTK library does not provide C bindings or header +files.
+Although FLTK was designed to be compatible with the GL Forms +library (version 0.3 or so), XForms has bloated severely and it's +interface is X-specific. Therefore, XForms compatibility is no longer +a goal of FLTK. Compatibility was limited to things that were free, or +that would add code that would not be linked in if the feature is +unused, or that was not X-specific.
+To use any new features of FLTK, you should rewrite your code to not +use the inline functions and instead use "pure" FLTK. This will make +it a lot cleaner and make it easier to figure out how to call the FLTK +functions. Unfortunately this conversion is harder than expected and +even Digital Domain's inhouse code still uses forms.H a lot.
+Many parts of XForms use X-specific structures like XEvent + in their interface. I did not emulate these! Unfortunately these +features (such as the "canvas" widget) are needed by most large +programs. You will need to rewrite these to use FLTK subclasses.
+Fl_Free widgets emulate +the old Forms "free" widget. It may be useful for porting +programs that change the handle() function on widgets, but you +will still need to rewrite things.
+Fl_Timer widgets are +provided to emulate the XForms timer. These work, but are quite +inefficient and inaccurate compared to using +Fl::add_timeout().
+All instance variables are hidden. If you directly refer to +the x, y, w, h, label, or other fields of your Forms widgets you will +have to add empty parenthesis after each reference. The easiest way to +do this is to globally replace "->x" with "->x()", etc. Replace +"boxtype" with "box()".
+const char * arguments to most FLTK methods are simply +stored, while Forms would strdup() the passed string. This is +most noticable with the label of widgets. Your program must always +pass static data such as a string constant or malloc'd buffer to +label(). If you are using labels to display program output you +may want to try the Fl_Output + widget.
+The default fonts and sizes are matched to the older GL version of +Forms, so all labels will draw somewhat larger than an XForms program +does.
+fdesign outputs a setting of a "fdui" instance variable to the main +window. I did not emulate this because I wanted all instance variables +to be hidden. You can store the same information in the user_data() + field of a window. To do this, search through the fdesign output for +all occurances of "->fdui" and edit to use "->user_data()" instead. + This will require casts and is not trivial.
+The prototype for the functions passed to fl_add_timeout() + and fl_set_idle_callback() callback are different.
+All the following XForms calls are missing:
+None of this works with FLTK. Nor will it compile, the necessary +calls are not in the interface.
+You have to make a subclass of +Fl_Gl_Window and write a draw() method and +handle() method. This may require anywhere from a trivial to a +major rewrite.
+If you draw into the overlay planes you will have to also write a +draw_overlay() method and call redraw_overlay() on the +OpenGL window.
+One easy way to hack your program so it works is to make the +draw() and handle() methods on your window set some +static variables, storing what event happened. Then in the main loop +of your program, call Fl::wait() and then check these +variables, acting on them as though they are events read from +fl_queue.
+The file <FL/gl.h> defines replacements for a lot of IRISGL +calls, translating them to OpenGL. There are much better translators +available that you might want to investigate.
+An attempt has been made to emulate the "free" widget. This appears +to work quite well. It may be quicker to modify your subclass into a +"free" widget, since the "handle" functions match.
+If your subclass draws into the overlay you are in trouble and will +have to rewrite things a lot.
+| Forms | FLTK |
|---|---|
| MOUSE_X | Fl::event_x_root() |
| MOUSE_Y | Fl::event_y_root() |
| LEFTSHIFTKEY,RIGHTSHIFTKEY | Fl::event_shift() |
| CAPSLOCKKEY | Fl::event_capslock() |
| LEFTCTRLKEY,RIGHTCTRLKEY | Fl::event_ctrl() |
| LEFTALTKEY,RIGHTALTKEY | Fl::event_alt() |
| MOUSE1,RIGHTMOUSE | Fl::event_state() |
| MOUSE2,MIDDLEMOUSE | Fl::event_state() |
| MOUSE3,LEFTMOUSE | Fl::event_state() |
+fl_font_name(3,"*courier-medium-r-no*"); +fl_font_name(4,"*courier-bold-r-no*"); +fl_font_name(5,"*courier-medium-o-no*"); +fl_font_name(6,"*times-medium-r-no*"); +fl_font_name(7,"*times-bold-r-no*"); +fl_font_name(8,"*times-medium-i-no*"); +fl_font_name(9,"*bookman-light-r-no*"); +fl_font_name(10,"*bookman-demi-r-no*"); +fl_font_name(11,"*bookman-light-i-no*"); ++ +*/ diff --git a/documentation/glut.dox b/documentation/glut.dox new file mode 100644 index 000000000..9cc4bd2c6 --- /dev/null +++ b/documentation/glut.dox @@ -0,0 +1,193 @@ +/** + + \page glut D - GLUT Compatibility + +
This appendix describes the GLUT compatibility header file supplied with FLTK. FLTK's GLUT compatibility is based on the original GLUT 3.7 and the follow-on FreeGLUT 2.4.0 libraries.
+You should be able to compile existing GLUT source code by including <FL/glut.H> instead of <GL/glut.h>. This can be done by editing the source, by changing the -I switches to the compiler, or by providing a symbolic link from GL/glut.h to FL/glut.H.
+All files calling GLUT procedures must be compiled with C++. You may have to alter them slightly to get them to compile without warnings, and you may have to rename them to get make to use the C++ compiler.
+You must link with the FLTK library. Most of FL/glut.H is inline functions. You should take a look at it (and maybe at test/glpuzzle.cxx in the FLTK source) if you are having trouble porting your GLUT program.
+This has been tested with most of the demo programs that come with the GLUT and FreeGLUT distributions.
+The following functions and/or arguments to functions are missing, and +you will have to replace them or comment them out for your code to +compile: +
The strings passed as menu labels are not copied.
+glutPostRedisplay() does not work if called from inside a +display function. You must use glutIdleFunc() if you want +your display to update continuously.
+glutSwapBuffers() does not work from inside a display +function. This is on purpose, because FLTK swaps the buffers for you.
+glutUseLayer() does not work well, and should only be used +to initialize transformations inside a resize callback. You should +redraw overlays by using glutOverlayDisplayFunc().
+Overlays are cleared before the overlay display function is called. +glutLayerGet(GLUT_OVERLAY_DAMAGED) always returns true for +compatibility with some GLUT overlay programs. You must rewrite your +code so that gl_color() is used to choose colors in an +overlay, or you will get random overlay colors.
+glutSetCursor(GLUT_CURSOR_FULL_CROSSHAIR) just results in a +small crosshair.
+The fonts used by glutBitmapCharacter() and glutBitmapWidth() + may be different.
+glutInit(argc,argv) will consume different switches than +GLUT does. It accepts the switches recognized by +Fl::args(), and will accept any abbreviation of these +switches (such as "-di" for "-display").
++Fl_Gl_Window + | + +----Fl_Glut_Window ++ +
+#include <FL/glut.H> ++ +
The current GLUT window is available in the global variable +glut_window.
+new Fl_Glut_Window(...) is the same as +glutCreateWindow() except it does not show() the window +or make the window current.
+window->make_current() is the same as +glutSetWindow(number). If the window has not had show() + called on it yet, some functions that assumme an OpenGL context will +not work. If you do show() the window, call make_current() + again to set the context.
+~Fl_Glut_Window() is the same as glutDestroyWindow() +.
+| member | +description | +
|---|---|
| display | +A pointer to the function to call to draw the normal planes. | +
| entry | +A pointer to the function to call when the mouse moves into + or out of the window. | +
| keyboard | +A pointer to the function to call when a regular key is pressed. | +
| menu[3] | +The menu to post when one of the mouse buttons is pressed. | +
| mouse | +A pointer to the function to call when a button is pressed or + released. | +
| motion | +A pointer to the function to call when the mouse is moved with + a button down. | +
| overlaydisplay | +A pointer to the function to call to draw the overlay planes. | +
| passivemotion | +A pointer to the function to call when the mouse is moved with + no buttons down. | +
| reshape | +A pointer to the function to call when the window is resized. | +
| special | +A pointer to the function to call when a special key is pressed. | +
| visibility | +A pointer to the function to call when the window is iconified + or restored (made visible.) | +
| + |
+
\subpage preface
-
- - - 1 - Introduction to FLTK - - - 2 - FLTK Basics - - - 3 - Common Widgets and Attributes + + \subpage intro + + \subpage basics + + \subpage common +
- - 5 - Drawing Things in FLTK - - - 6 - Handling Events + + + \subpage editor + + \subpage drawing + + \subpage events + - 7 - Adding and Extending - Widgets - - - 8 - Using OpenGL + + + \subpage subclassing + + \subpage opengl + |
+
- 9 - Programming with FLUID
+
+ \subpage fluid
+
-
- \subpage advanced
-
- - - A - Class Reference - - - B - Function Reference - - - C - FLTK Enumerations.H - - - D - GLUT Compatibility + + \subpage advanced + + A - Class Reference + + B - Function Reference + + \subpage enumerations + + \subpage glut + - E - Forms Compatibility - - - F - Operating System Issues - - - G - Migrating Code from FLTK 1.0.x - - - H - Software License - - - I - Example Source Code - |
+
+
+ \subpage forms
+
+ \subpage osissues
+
+ \subpage migration_1_1
+
+ \subpage migration_1_3
+
+ \subpage license
+
+ \subpage examples
+
+
The Fast Light Tool Kit ("FLTK", pronounced +"fulltick") is a cross-platform C++ GUI toolkit for +UNIX®/Linux® (X11), Microsoft® Windows®, and +MacOS® X. FLTK provides modern GUI functionality without the +bloat and supports 3D graphics via OpenGL® and its built-in +GLUT emulation. It was originally developed by Mr. Bill Spitzak +and is currently maintained by a small group of developers +across the world with a central repository in the US.
+ +It has always been Bill's belief that the GUI API of all +modern systems is much too high level. Toolkits (even FLTK) are +not what should be provided and documented as part of an +operating system. The system only has to provide arbitrary +shaped but featureless windows, a powerful set of graphics +drawing calls, and a simple unalterable method of +delivering events to the owners of the windows. NeXT (if you +ignored NextStep) provided this, but they chose to hide it and +tried to push their own baroque toolkit instead.
+ +Many of the ideas in FLTK were developed on a NeXT (but +not using NextStep) in 1987 in a C toolkit Bill called +"views". Here he came up with passing events downward +in the tree and having the handle routine return a value +indicating whether it used the event, and the table-driven menus. In +general he was trying to prove that complex UI ideas could be +entirely implemented in a user space toolkit, with no knowledge +or support by the system.
+ +After going to film school for a few years, Bill worked at +Sun Microsystems on the (doomed) NeWS project. Here he found an +even better and cleaner windowing system, and he reimplemented +"views" atop that. NeWS did have an unnecessarily +complex method of delivering events which hurt it. But the +designers did admit that perhaps the user could write just as +good of a button as they could, and officially exposed the lower +level interface.
+ +With the death of NeWS Bill realized that he would have to +live with X. The biggest problem with X is the "window +manager", which means that the toolkit can no longer +control the window borders or drag the window around.
+ +At Digital Domain Bill discovered another toolkit, +"Forms". Forms was similar to his work, but provided +many more widgets, since it was used in many real applications, +rather then as theoretical work. He decided to use Forms, except +he integrated his table-driven menus into it. Several very large +programs were created using this version of Forms.
+ +The need to switch to OpenGL and GLX, portability, and a +desire to use C++ subclassing required a rewrite of Forms. +This produced the first version of FLTK. The conversion to C++ +required so many changes it made it impossible to recompile any +Forms objects. Since it was incompatible anyway, Bill decided +to incorporate his older ideas as much as possible by +simplifying the lower level interface and the event passing +mechanisim.
+ +Bill received permission to release it for free on the +Internet, with the GNU general public license. Response from +Internet users indicated that the Linux market dwarfed the SGI +and high-speed GL market, so he rewrote it to use X for all +drawing, greatly speeding it up on these machines. That is the +version you have now.
+ +Digital Domain has since withdrawn support for FLTK. While +Bill is no longer able to actively develop it, he still +contributes to FLTK in his free time and is a part of the FLTK +development team.
+ +FLTK was designed to be statically linked. This was done by +splitting it into many small objects and designing it so that +functions that are not used do not have pointers to them in the +parts that are used, and thus do not get linked in. This allows +you to make an easy-to-install program or to modify FLTK to +the exact requirements of your application without worrying +about bloat. FLTK works fine as a shared library, though, and +is now included with several Linux distributions.
+ +Here are some of the core features unique to FLTK:
+ +FLTK comes with complete free source code. FLTK is available +under the terms of the GNU Library +General Public License with exceptions that allow for static +linking. Contrary to popular belief, it can be used in +commercial software - even Bill Gates could use it!
+ +FLTK was originally designed to be compatible with the Forms +Library written for SGI machines. In that library all the +functions and structures started with "fl_". This +naming was extended to all new methods and widgets in the C++ +library, and this prefix was taken as the name of the library. +It is almost impossible to search for "FL" on the +Internet, due to the fact that it is also the abbreviation for +Florida. After much debating and searching for a new name for +the toolkit, which was already in use by several people, Bill +came up with "FLTK", including a bogus excuse that it +stands for "The Fast Light Toolkit".
+ +In most cases you can just type "make". This will +run configure with the default of no options and then compile +everything.
+ +FLTK uses GNU autoconf to configure itself for your UNIX +platform. The main things that the configure script will look +for are the X11 and OpenGL (or Mesa) header and library files. +If these cannot be found in the standard include/library +locations you'll need to define the CFLAGS, +CXXFLAGS, and LDFLAGS environment variables. +For the Bourne and Korn shells you'd use:
+ ++CFLAGS=-Iincludedir; export CFLAGS +CXXFLAGS=-Iincludedir; export CXXFLAGS +LDFLAGS=-Llibdir; export LDFLAGS ++ +
For C shell and tcsh, use:
+ ++setenv CFLAGS "-Iincludedir" +setenv CXXFLAGS "-Iincludedir" +setenv LDFLAGS "-Llibdir" ++ +
By default configure will look for a C++ compiler named +CC, c++, g++, or gcc in that +order. To use another compiler you need to set the CXX +environment variable:
+ ++CXX=xlC; export CXX +setenv CXX "xlC" ++ +
The CC environment variable can also be used to +override the default C compiler (cc or gcc), +which is used for a few FLTK source files.
+ +You can run configure yourself to get the exact setup you +need. Type "./configure <options>", where +options are:
+ +When the configure script is done you can just run the +"make" command. This will build the library, FLUID +tool, and all of the test programs.
+ +To install the library, become root and type "make +install". This will copy the "fluid" executable +to "bindir", the header files to +"includedir", and the library files to +"libdir".
+ +There are three ways to build FLTK under Microsoft Windows. +The first is to use the Visual C++ 5.0 project files under the +"visualc" directory. Just open (or double-click on) +the "fltk.dsw" file to get the whole shebang.
+ +The second method is to use the configure script +included with the FLTK software; this has only been tested with +the CygWin tools:
+ ++sh configure --prefix=C:/FLTK +make ++ +
The final method is to use a GNU-based development tool with +the files in the "makefiles" directory. To build +using one of these tools simply copy the appropriate +makeinclude and config files to the main directory and do a +make:
+ ++copy makefiles\Makefile.<env> Makefile +make ++ +
The "fltkdll.dsp" project file builds a DLL-version +of the FLTK library. Because of name mangling differences +between PC compilers (even between different versions of Visual +C++!) you can only use the DLL that is generated with the same +version compiler that you built it with.
+ +When compiling an application or DLL that uses the FLTK DLL, +you will need to define the FL_DLL preprocessor symbol +to get the correct linkage commands embedded within the FLTK +header files.
+ +The current OS/2 build requires XFree86 for OS/2 to work. A +native Presentation Manager version has not been implemented +yet (volunteers are welcome!).
+ +The current set of Makefiles/configuration failes assumes that +EMX 0.9d and libExt +(from posix2.sourceforge.net) +is installed. + +
To build the XFree86 version of FLTK for OS/2, copy the appropriate +makeinclude and config files to the main directory and do a make:
+ ++copy makefiles\Makefile.os2x Makefile +make ++ +
FLTK is available on the 'net in a bunch of locations:
+ +To send a message to the FLTK mailing list +("fltk@fltk.org") you must first join the list. +Non-member submissions are blocked to avoid problems with +unsolicited email.
+ +To join the FLTK mailing list, send a message to +"majordomo@fltk.org" with "subscribe fltk" +in the message body. A digest of this list is available by +subscribing to the "fltk-digest" mailing list.
+ +To report a bug in FLTK, send an email to +"fltk-bugs@fltk.org". Please include the FLTK version, +operating system & version, and compiler that you are using +when describing the bug or problem. We will be unable to provide +any kind of help without that basic information.
+ +Bugs can also be reported to the "fltk.bugs" newsgroup or on the +SourceForge bug tracker pages.
+ +For general support and questions, please use the FLTK mailing list +at "fltk@fltk.org" or one of the newsgroups.
+ +*/ diff --git a/documentation/license.dox b/documentation/license.dox new file mode 100644 index 000000000..fc2e766dd --- /dev/null +++ b/documentation/license.dox @@ -0,0 +1,437 @@ +/** + + \page license I - Software License + +December 11, 2001
+ +The FLTK library and included programs are provided under the terms +of the GNU Library General Public License (LGPL) with the following +exceptions:
+ +GNU LIBRARY GENERAL PUBLIC LICENSE
+Version 2, June 1991
+
Copyright (C) 1991 Free Software Foundation, Inc.
+
59 Temple Place - Suite 330, Boston, MA 02111-1307, USA
+
Everyone is permitted to copy and distribute verbatim copies of
+this license document, but changing it is not allowed.
+
[This is the first released version of the library GPL. It is
+numbered 2 because it goes with version 2 of the ordinary GPL.]
Preamble
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+ +*/ diff --git a/documentation/migration_1_1.dox b/documentation/migration_1_1.dox new file mode 100644 index 000000000..5ca8cef30 --- /dev/null +++ b/documentation/migration_1_1.dox @@ -0,0 +1,158 @@ +/** + + \page migration_1_1 G - Migrating Code from FLTK 1.0 to 1.1 + +This appendix describes the differences between the FLTK +1.0.x and FLTK 1.1.x functions and classes.
+ +Color values are now stored in a 32-bit unsigned integer +instead of the unsigned character in 1.0.x. This allows for the +specification of 24-bit RGB values or 8-bit FLTK color indices. + +
FL_BLACK and FL_WHITE now remain black and +white, even if the base color of the gray ramp is changed using +Fl::background(). +FL_DARK3 and FL_LIGHT3 can be used instead to +draw a very dark or a very bright background hue.
+ +Widgets use the new color symbols FL_FORGROUND_COLOR, +FL_BACKGROUND_COLOR, FL_BACKGROUND2_COLOR, +FL_INACTIVE_COLOR, and FL_SELECTION_COLOR. +More details can be found in the chapter +Enumerations.
+ +The FLTK clipboard is now broken into two parts - a local +selection value and a cut-and-paste value. This allows FLTK to +support things like highlighting and replacing text that was +previously cut or copied, which makes FLTK applications behave +like traditional GUI applications. + +
The file chooser in FLTK 1.1.x is significantly different +than the one supplied with FLTK 1.0.x. Any code that directly +references the old FCB class or members will need +to be ported to the new Fl_File_Chooser +class.
+ +Some function names have changed from FLTK 1.0.x to 1.1.x in
+order to avoid name space collisions. You can still use the old
+function names by defining the FLTK_1_0_COMPAT
+symbol on the command-line when you compile
+(-DFLTK_1_0_COMPAT) or in your source, e.g.:
+
+
+#define FLTK_1_0_COMPAT +#include <FL/Fl.H> +#include <FL/Enumerations.H> +#include <FL/filename.H> ++ +
The following table shows the old and new function names:
+ +| Old 1.0.x Name | +New 1.1.x Name | +
|---|---|
| contrast() | +fl_contrast() | +
| down() | +fl_down() | +
| filename_absolute() | +fl_filename_absolute() | +
| filename_expand() | +fl_filename_expand() | +
| filename_ext() | +fl_filename_ext() | +
| filename_isdir() | +fl_filename_isdir() | +
| filename_list() | +fl_filename_list() | +
| filename_match() | +fl_filename_match() | +
| filename_name() | +fl_filename_name() | +
| filename_relative() | +fl_filename_relative() | +
| filename_setext() | +fl_filename_setext() | +
| frame() | +fl_frame() | +
| inactive() | +fl_inactive() | +
| numericsort() | +fl_numericsort() | +
Image support in FLTK has been significantly revamped in +1.1.x. The Fl_Image class +is now a proper base class, with the core image drawing +functionality in the Fl_Bitmap, Fl_Pixmap, and Fl_RGB_Image classes. + +
BMP, GIF, JPEG, PNG, XBM, and XPM image files can now be +loaded using the appropriate image classes, and the Fl_Shared_Image class +can be used to cache images in memory. + +
Image labels are no longer provided as an add-on label type. +If you use the old label() methods on an image, the +widget's image() method is called to set the image +as the label. + +
Image labels in menu items must still use the old labeltype +mechanism to preserve source compatibility. + +
FLTK 1.1.x now supports keyboard navigation and control with
+all widgets. To restore the old FLTK 1.0.x behavior so that only
+text widgets get keyboard focus, call the Fl::visible_focus()
+method to disable it:
+
+
+Fl::visible_focus(0); ++ +*/ diff --git a/documentation/migration_1_3.dox b/documentation/migration_1_3.dox new file mode 100644 index 000000000..386afa6a4 --- /dev/null +++ b/documentation/migration_1_3.dox @@ -0,0 +1,11 @@ +/** + + \page migration_1_3 H - Migrating Code from FLTK 1.1 to 1.3 + +
This appendix describes the differences between the FLTK +1.1.x and FLTK 1.3.x functions and classes.
+ +If you want to migrate your code from FLTK 1.0 to FLTK 1.3, +then you should also consult Appendix \ref migration_1_1. + +*/ diff --git a/documentation/opengl.dox b/documentation/opengl.dox new file mode 100644 index 000000000..87a5c50c2 --- /dev/null +++ b/documentation/opengl.dox @@ -0,0 +1,463 @@ +/** + + \page opengl 8 - Using OpenGL + +This chapter discusses using FLTK for your OpenGL applications. + +
The easiest way to make an OpenGL display is to subclass Fl_Gl_Window. +Your subclass must implement a draw() method which uses +OpenGL calls to draw the display. Your main program should call +redraw() when the display needs to change, and +(somewhat later) FLTK will call draw(). + +
With a bit of care you can also use OpenGL to draw into +normal FLTK windows. This allows you to use Gouraud shading for +drawing your widgets. To do this you use the gl_start() and gl_finish() functions around your +OpenGL code.
+ +You must include FLTK's <FL/gl.h> header +file. It will include the file <GL/gl.h>, define +some extra drawing functions provided by FLTK, and include the +<windows.h> header file needed by WIN32 +applications.
+ +To make a subclass of Fl_Gl_Window, you must provide: + +
If your subclass provides static controls in the window, they +must be redrawn whenever the FL_DAMAGE_ALL bit is set +in the value returned by damage(). For double-buffered +windows you will need to surround the drawing code with the +following code to make sure that both buffers are redrawn: + +
+#ifndef MESA +glDrawBuffer(GL_FRONT_AND_BACK); +#endif // !MESA +... draw stuff here ... +#ifndef MESA +glDrawBuffer(GL_BACK); +#endif // !MESA ++ +
| Note:
+
+ If you are using the Mesa graphics library, the call + to glDrawBuffer() is not required and will slow + down drawing considerably. The preprocessor instructions + shown above will optimize your code based upon the + graphics library used. + + |
+
+
To define the subclass you just subclass the +Fl_Gl_Window class: + +
+class MyWindow : public Fl_Gl_Window {
+ void draw();
+ int handle(int);
+
+public:
+ MyWindow(int X, int Y, int W, int H, const char *L)
+ : Fl_Gl_Window(X, Y, W, H, L) {}
+};
+
+
+The draw() and handle() methods are +described below. Like any widget, you can include additional +private and public data in your class (such as scene graph +information, etc.) + +
The draw() method is where you actually do your +OpenGL drawing: + +
+void MyWindow::draw() {
+ if (!valid()) {
+ ... set up projection, viewport, etc ...
+ ... window size is in w() and h().
+ ... valid() is turned on by FLTK after draw() returns
+ }
+ ... draw ...
+}
+
+
+The handle() method handles mouse and keyboard +events for the window: + +
+int MyWindow::handle(int event) {
+ switch(event) {
+ case FL_PUSH:
+ ... mouse down event ...
+ ... position in Fl::event_x() and Fl::event_y()
+ return 1;
+ case FL_DRAG:
+ ... mouse moved while down event ...
+ return 1;
+ case FL_RELEASE:
+ ... mouse up event ...
+ return 1;
+ case FL_FOCUS :
+ case FL_UNFOCUS :
+ ... Return 1 if you want keyboard events, 0 otherwise
+ return 1;
+ case FL_KEYBOARD:
+ ... keypress, key is in Fl::event_key(), ascii in Fl::event_text()
+ ... Return 1 if you understand/use the keyboard event, 0 otherwise...
+ return 1;
+ case FL_SHORTCUT:
+ ... shortcut, key is in Fl::event_key(), ascii in Fl::event_text()
+ ... Return 1 if you understand/use the shortcut event, 0 otherwise...
+ return 1;
+ default:
+ // pass other events to the base class...
+ return Fl_Gl_Window::handle(event);
+ }
+}
+
+
+When handle() is called, the OpenGL context is not +set up! If your display changes, you should call +redraw() and let draw() do the work. Don't +call any OpenGL drawing functions from inside handle()! + +
You can call some OpenGL stuff like hit detection and texture +loading functions by doing:
+ +
+ case FL_PUSH:
+ make_current(); // make OpenGL context current
+ if (!valid()) {
+ ... set up projection exactly the same as draw ...
+ valid(1); // stop it from doing this next time
+ }
+ ... ok to call NON-DRAWING OpenGL code here, such as hit
+ detection, loading textures, etc...
+
+
+Your main program can now create one of your windows by doing +new MyWindow(...). You can also use FLUID by: + +
You must put glwindow->show() in your main code +after calling show() on the window containing the +OpenGL window. + +
You can put OpenGL code into an Fl_Widget::draw() +method or into the code for a boxtype or other places with some +care. + +
Most importantly, before you show any windows, +including those that don't have OpenGL drawing, you must +initialize FLTK so that it knows it is going to use OpenGL. You +may use any of the symbols described for Fl_Gl_Window::mode() +to describe how you intend to use OpenGL:
+ ++Fl::gl_visual(FL_RGB); ++ +
You can then put OpenGL drawing code anywhere you can draw +normally by surrounding it with: + +
+gl_start(); +... put your OpenGL code here ... +gl_finish(); ++ +
gl_start() and gl_finish() set up an OpenGL +context with an orthographic projection so that 0,0 is the +lower-left corner of the window and each pixel is one unit. The +current clipping is reproduced with OpenGL glScissor() +commands. These functions also synchronize the OpenGL graphics stream +with the drawing done by other X, WIN32, or FLTK functions. + +
The same context is reused each time. If your code changes +the projection transformation or anything else you should use +glPushMatrix() and glPopMatrix() functions to +put the state back before calling gl_finish().
+ +You may want to use Fl_Window::current()->h() to +get the drawable height so that you can flip the Y +coordinates.
+ +Unfortunately, there are a bunch of limitations you must +adhere to for maximum portability:
+ +Do not call gl_start() or +gl_finish() when drawing into an Fl_Gl_Window! + +
FLTK provides some useful OpenGL drawing functions. They can +be freely mixed with any OpenGL calls, and are defined by +including <FL/gl.H> which you should include +instead of the OpenGL header <GL/gl.h>. + +
Sets the current OpenGL color to a FLTK color. For +color-index modes it will use fl_xpixel(c), which is +only right if this window uses the default colormap! + +
Outlines or fills a rectangle with the current color. If Fl_Gl_Window::ortho() +has been called, then the rectangle will exactly fill the pixel +rectangle passed. + +
Sets the current OpenGL font to the same font you get by +calling fl_font(). + +
Returns information about the current OpenGL font. + +
Draws a nul-terminated string or an array of n +characters in the current OpenGL font at the current raster +position. + +
Draws a nul-terminated string or an array of n +characters in the current OpenGL font at the given position. + +
Draws a string formatted into a box, with newlines and tabs +expanded, other control characters changed to ^X, and aligned +with the edges or center. Exactly the same output as fl_draw(). + +
Performance of Fl_Gl_Window may be improved on some types of +OpenGL implementations, in particular MESA and other software +emulators, by setting the GL_SWAP_TYPE environment +variable. This variable declares what is in the backbuffer after +you do a swapbuffers. + +
This indicates that the back buffer is copied to the + front buffer, and still contains it's old data. This is + true of many hardware implementations. Setting this + will speed up emulation of overlays, and widgets that + can do partial update can take advantage of this as + damage() will not be cleared to -1.
+ +
This indicates that nothing changes the back buffer + except drawing into it. This is true of MESA and Win32 + software emulation and perhaps some hardware emulation + on systems with lots of memory.
+ +
This is easily tested by running the gl_overlay demo +program and seeing if the display is correct when you drag +another window over it or if you drag the window off the screen +and back on. You have to exit and run the program again for it +to see any changes to the environment variable. + +
OpenGL +Optimizer is a scene graph toolkit for OpenGL available from +Silicon Graphics for IRIX and Microsoft Windows. It allows you +to view large scenes without writing a lot of OpenGL code. + +
To use OpenGL Optimizer with FLTK you'll need to create a +subclass of Fl_Gl_Widget that includes several state +variables: + +
+class OptimizerWindow : public Fl_Gl_Window {
+ csContext *context_; // Initialized to 0 and set by draw()...
+ csDrawAction *draw_action_; // Draw action...
+ csGroup *scene_; // Scene to draw...
+ csCamara *camera_; // Viewport for scene...
+
+ void draw();
+
+public:
+ OptimizerWindow(int X, int Y, int W, int H, const char *L)
+ : Fl_Gl_Window(X, Y, W, H, L) {
+ context_ = (csContext *)0;
+ draw_action_ = (csDrawAction *)0;
+ scene_ = (csGroup *)0;
+ camera_ = (csCamera *)0;
+ }
+
+ void scene(csGroup *g) { scene_ = g; redraw(); }
+
+ void camera(csCamera *c) {
+ camera_ = c;
+ if (context_) {
+ draw_action_->setCamera(camera_);
+ camera_->draw(draw_action_);
+ redraw();
+ }
+ }
+};
+
+
+The camera() method sets the camera (projection and +viewpoint) to use when drawing the scene. The scene is redrawn after +this call. + +
The draw() method performs the needed initialization and does +the actual drawing: + +
+void OptimizerWindow::draw() {
+ if (!context_) {
+ // This is the first time we've been asked to draw; create the
+ // Optimizer context for the scene...
+
+#ifdef WIN32
+ context_ = new csContext((HDC)fl_getHDC());
+ context_->ref();
+ context_->makeCurrent((HDC)fl_getHDC());
+#else
+ context_ = new csContext(fl_display, fl_visual);
+ context_->ref();
+ context_->makeCurrent(fl_display, fl_window);
+#endif // WIN32
+
+ ... perform other context setup as desired ...
+
+ // Then create the draw action to handle drawing things...
+
+ draw_action_ = new csDrawAction;
+ if (camera_) {
+ draw_action_->setCamera(camera_);
+ camera_->draw(draw_action_);
+ }
+ } else {
+#ifdef WIN32
+ context_->makeCurrent((HDC)fl_getHDC());
+#else
+ context_->makeCurrent(fl_display, fl_window);
+#endif // WIN32
+ }
+
+ if (!valid()) {
+ // Update the viewport for this context...
+ context_->setViewport(0, 0, w(), h());
+ }
+
+ // Clear the window...
+ context_->clear(csContext::COLOR_CLEAR | csContext::DEPTH_CLEAR,
+ 0.0f, // Red
+ 0.0f, // Green
+ 0.0f, // Blue
+ 1.0f); // Alpha
+
+ // Then draw the scene (if any)...
+ if (scene_)
+ draw_action_->apply(scene_);
+}
+
+
+The scene() method sets the scene to be drawn. The scene is +a collection of 3D objects in a csGroup. The scene is redrawn +after this call. + +*/ diff --git a/documentation/osissues.dox b/documentation/osissues.dox new file mode 100644 index 000000000..43c13a38c --- /dev/null +++ b/documentation/osissues.dox @@ -0,0 +1,740 @@ +/** + + \page osissues F - Operating System Issues + +
This appendix describes the operating system specific interfaces in FLTK. + +
All programs that need to access the operating system +specific interfaces must include the following header file: + +
+#include <FL/x.H> ++ +
Despite the name, this header file will define the +appropriate interface for your environment. The pages that +follow describe the functionality that is provided for each +operating system. + +
| WARNING:
+
+ The interfaces provided by this header file may + change radically in new FLTK releases. Use them only + when an existing generic FLTK interface is not + sufficient. + + |
+
The UNIX interface provides access to the X Window System +state information and data structures. + +
Installs a function to parse unrecognized events. If FLTK +cannot figure out what to do with an event, it calls each of +these functions (most recent first) until one of them returns +non-zero. If none of them returns non-zero then the event is +ignored. + +
FLTK calls this for any X events it does not recognize, or X +events with a window ID that FLTK does not recognize. You can +look at the X event in the fl_xevent variable.
+ +The argument is the FLTK event type that was not handled, or +zero for unrecognized X events. These handlers are also called +for global shortcuts and some other events that the widget they +were passed to did not handle, for example +FL_SHORTCUT.
+ +This variable contains the most recent X event. + +
This variable contains the time stamp from the most recent X +event that reported it; not all events do. Many X calls like cut +and paste need this value. + +
Returns the XID for a window, or zero if not shown(). + +
Returns the Fl_Window that corresponds to the given +XID, or NULL if not found. This function uses a cache +so it is slightly faster than iterating through the windows +yourself.
+ +This call allows you to supply the X events to FLTK, which +may allow FLTK to cooperate with another toolkit or library. The +return value is non-zero if FLTK understood the event. If the +window does not belong to FLTK and the add_handler() +functions all return 0, this function will return false. + +
Besides feeding events your code should call Fl::flush() +periodically so that FLTK redraws its windows.
+ +This function will call the callback functions. It will not +return until they complete. In particular, if a callback pops up +a modal window by calling fl_ask(), for +instance, it will not return until the modal function +returns.
+ +The following global variables are set before Fl_Widget::draw() is +called, or by Fl_Window::make_current(): + +
+extern Display *fl_display; +extern Window fl_window; +extern GC fl_gc; +extern int fl_screen; +extern XVisualInfo *fl_visual; +extern Colormap fl_colormap; ++ +
You must use them to produce Xlib calls. Don't attempt to change +them. A typical X drawing call is written like this: + +
+XDrawSomething(fl_display, fl_window, fl_gc, ...); ++ +
Other information such as the position or size of the X +window can be found by looking at Fl_Window::current(), +which returns a pointer to the Fl_Window being drawn. + +
Returns the X pixel number used to draw the given FLTK color +index or RGB color. This is the X pixel that fl_color() would use. + +
Convert a name into the red, green, and blue values of a color +by parsing the X11 color names. On other systems, fl_parse_color +can only convert names in hexadecimal encoding, for example #ff8083. + +
Points to the font selected by the most recent fl_font(). This is not +necessarily the current font of fl_gc, which is not set +until fl_draw() is +called. If FLTK was compiled with Xft support, fl_xfont +will usually be 0 and fl_xftfont will contain a pointer +to the XftFont structure instead. + +
If FLTK was compiled with Xft support enabled, fl_xftfont +Points to the xft font selected by the most recent fl_font(). Otherwise +it will be 0. fl_xftfont should be cast to +XftFont*. + +
FLTK uses only a single display, screen, X visual, and X +colormap. This greatly simplifies its internal structure and +makes it much smaller and faster. You can change which it uses +by setting global variables before the first +Fl_Window::show() is called. You may also want to +call Fl::visual(), which is +a portable interface to get a full color and/or double buffered +visual. + +
Set which X display to use. This actually does +putenv("DISPLAY=...") so that child programs +will display on the same screen if called with exec(). +This must be done before the display is opened. This call is +provided under MacOS and WIN32 but it has no effect. + +
The open X display. This is needed as an argument to most +Xlib calls. Don't attempt to change it! This is NULL +before the display is opened. + +
Opens the display. Does nothing if it is already open. This +will make sure fl_display is non-zero. You should call +this if you wish to do X calls and there is a chance that your +code will be called before the first show() of a +window. + +
This may call Fl::abort() if there is an error +opening the display.
+ +This closes the X connection. You do not need to call +this to exit, and in fact it is faster to not do so! It may be +useful to call this if you want your program to continue without +the X connection. You cannot open the display again, and +probably cannot call any FLTK functions. + +
Which screen number to use. This is set by +fl_open_display() to the default screen. You can change +it by setting this to a different value immediately afterwards. +It can also be set by changing the last number in the +Fl::display() string to "host:0.#". + +
The visual and colormap that FLTK will use for all windows. +These are set by fl_open_display() to the default +visual and colormap. You can change them before calling +show() on the first window. Typical code for changing +the default visual is: + +
+Fl::args(argc, argv); // do this first so $DISPLAY is set
+fl_open_display();
+fl_visual = find_a_good_visual(fl_display, fl_screen);
+if (!fl_visual) Fl::abort("No good visual");
+fl_colormap = make_a_colormap(fl_display, fl_visual->visual, fl_visual->depth);
+// it is now ok to show() windows:
+window->show(argc, argv);
+
+
+FLTK can manage an X window on a different screen, visual +and/or colormap, you just can't use FLTK's drawing routines to +draw into it. But you can write your own draw() method +that uses Xlib (and/or OpenGL) calls only. + +
FLTK can also manage XID's provided by other libraries or +programs, and call those libraries when the window needs to be +redrawn.
+ +To do this, you need to make a subclass of Fl_Window and +override some of these virtual functions:
+ +If the window is already shown() this must cause it +to be raised, this can usually be done by calling +Fl_Window::show(). If not shown() your +implementation must call either Fl_X::set_xid() or +Fl_X::make_xid(). + +
An example:
+ +
+void MyWindow::show() {
+ if (shown()) {Fl_Window::show(); return;} // you must do this!
+ fl_open_display(); // necessary if this is first window
+ // we only calcualte the necessary visual colormap once:
+ static XVisualInfo *visual;
+ static Colormap colormap;
+ if (!visual) {
+ visual = figure_out_visual();
+ colormap = XCreateColormap(fl_display, RootWindow(fl_display,fl_screen),
+ vis->visual, AllocNone);
+ }
+ Fl_X::make_xid(this, visual, colormap);
+}
+
+
+Allocate a hidden structure called an Fl_X, put the +XID into it, and set a pointer to it from the +Fl_Window. This causes Fl_Window::shown() to +return true. + +
This static method does the most onerous parts of creating an +X window, including setting the label, resize limitations, etc. +It then does Fl_X::set_xid() with this new window and +maps the window. + +
This virtual function is called by Fl::flush() to +update the window. For FLTK's own windows it does this by +setting the global variables fl_window and +fl_gc and then calling the draw() method. For +your own windows you might just want to put all the drawing code +in here. + +
The X region that is a combination of all damage() +calls done so far is in Fl_X::i(this)->region. If +NULL then you should redraw the entire window. The +undocumented function fl_clip_region(XRegion) will +initialize the FLTK clip stack with a region or NULL +for no clipping. You must set region to NULL afterwards +as fl_clip_region() will own and delete it when +done.
+ +If damage() & FL_DAMAGE_EXPOSE then only X +expose events have happened. This may be useful if you have an +undamaged image (such as a backing buffer) around.
+ +Here is a sample where an undamaged image is kept somewhere:
+ +
+void MyWindow::flush() {
+ fl_clip_region(Fl_X::i(this)->region);
+ Fl_X::i(this)->region = 0;
+ if (damage() != 2) {... draw things into backing store ...}
+ ... copy backing store to window ...
+}
+
+
+Destroy the window server copy of the window. Usually you +will destroy contexts, pixmaps, or other resources used by the +window, and then call Fl_Window::hide() to get rid of +the main window identified by xid(). If you override +this, you must also override the destructor as shown: + +
+void MyWindow::hide() {
+ if (mypixmap) {
+ XFreePixmap(fl_display,mypixmap);
+ mypixmap = 0;
+ }
+ Fl_Window::hide(); // you must call this
+}
+
+
+Because of the way C++ works, if you override hide() +you must override the destructor as well (otherwise only +the base class hide() is called): + +
+MyWindow::~MyWindow() {
+ hide();
+}
+
+
+FLTK currently supports setting a window's icon before it +is shown using the Fl_Window::icon() method. + +
Sets the icon for the window to the passed pointer. You will +need to cast the icon Pixmap to a char * when +calling this method. To set a monochrome icon using a bitmap compiled +with your application use: + +
+#include "icon.xbm" + +fl_open_display(); // needed if display has not been previously opened + +Pixmap p = XCreateBitmapFromData(fl_display, DefaultRootWindow(fl_display), + icon_bits, icon_width, icon_height); + +window->icon((char *)p); ++ +
To use a multi-colored icon, the XPM format and library +should be used as follows: + +
+#include <X11/xpm.h> +#include "icon.xpm" + +fl_open_display(); // needed if display has not been previously opened + +Pixmap p, mask; + +XpmCreatePixmapFromData(fl_display, DefaultRootWindow(fl_display), + icon_xpm, &p, &mask, NULL); + +window->icon((char *)p); ++ +
When using the Xpm library, be sure to include it in the list +of libraries that are used to link the application (usually +"-lXpm").
+ +| NOTE:
+
+ You must call Fl_Window::show(argc, + argv) for the icon to be used. The + Fl_Window::show() method does not bind the icon + to the window. + + |
+
When the Fl_Window::show(argc, +argv) method is called, FLTK looks for the following X +resources: + +
Resources associated with the first window's Fl_Window::xclass() +string are queried first, or if no class has been specified then +the class "fltk" is used (e.g. fltk.background). If no +match is found, a global search is done (e.g. +*background). + +
The Windows interface provides access to the WIN32 GDI +state information and data structures. + +
By default a single WNDCLASSEX called "FLTK" is +created. All Fl_Window's are of this class unless you +use Fl_Window::xclass(). The window class is created +the first time Fl_Window::show() is called. + +
You can probably combine FLTK with other libraries that make +their own WIN32 window classes. The easiest way is to call +Fl::wait(), as it will call DispatchMessage +for all messages to the other windows. If necessary you can let +the other library take over as long as it calls +DispatchMessage(), but you will have to arrange for the +function Fl::flush() to be called regularly so that +widgets are updated, timeouts are handled, and the idle +functions are called.
+ +This variable contains the most recent message read by +GetMessage, which is called by Fl::wait(). This may not be the +most recent message sent to an FLTK window, because silly WIN32 +calls the handle procedures directly for some events (sigh). + +
Installs a function to parse unrecognized messages sent to +FLTK windows. If FLTK cannot figure out what to do with a +message, it calls each of these functions (most recent first) +until one of them returns non-zero. The argument passed to the +functions is the FLTK event that was not handled or zero for +unknown messages. If all the handlers return zero then FLTK +calls DefWindowProc(). + +
Returns the window handle for a Fl_Window, or zero +if not shown(). + +
Returns the Fl_Window that corresponds to the given +window handle, or NULL if not found. This function uses +a cache so it is slightly faster than iterating through the +windows yourself. + +
When the virtual function Fl_Widget::draw() is +called, FLTK stores all the silly extra arguments you need to +make a proper GDI call in some global variables: + +
+extern HINSTANCE fl_display; +extern HWND fl_window; +extern HDC fl_gc; +COLORREF fl_RGB(); +HPEN fl_pen(); +HBRUSH fl_brush(); ++ +
These global variables are set before draw() is +called, or by Fl_Window::make_current(). +You can refer to them when needed to produce GDI calls, but don't +attempt to change them. The functions return GDI objects for +the current color set by fl_color() and are created as +needed and cached. A typical GDI drawing call is written like +this: + +
+DrawSomething(fl_gc, ..., fl_brush()); ++ +
It may also be useful to refer to Fl_Window::current() +to get the window's size or position. + +
FLTK currently supports setting a window's icon *before* it +is shown using the Fl_Window::icon() method. + +
Sets the icon for the window to the passed pointer. You will +need to cast the HICON handle to a char * when +calling this method. To set the icon using an icon resource +compiled with your application use: + +
+window->icon((char *)LoadIcon(fl_display, MAKEINTRESOURCE(IDI_ICON))); ++ +
You can also use the LoadImage() and related +functions to load specific resolutions or create the icon from +bitmap data. + +
| NOTE:
+
+ You must call Fl_Window::show(argc, + argv) for the icon to be used. The + Fl_Window::show() method does not bind the icon + to the window. + + |
+
WIN32 has a really stupid mode switch stored in the +executables that controls whether or not to make a console +window. + +
To always get a console window you simply create a console +application (the "/SUBSYSTEM:CONSOLE" option for the +linker). For a GUI-only application create a WIN32 application +(the "/SUBSYSTEM:WINDOWS" option for the linker).
+ +FLTK includes a WinMain() function that calls the +ANSI standard main() entry point for you. This +function creates a console window when you use the debug version +of the library.
+ +WIN32 applications without a console cannot write to +stdout or stderr, even if they are run from a +console window. Any output is silently thrown away. +Additionally, WIN32 applications are run in the background by +the console, although you can use "start /wait program" to run +them in the foreground.
+ +The following is a list of known bugs and problems in the WIN32 +version of FLTK: + +
FLTK supports MacOS X using the Apple Carbon library. Older +versions of MacOS are not supported. + +
FLTK maps the Mac 'control' key to FL_CTRL, the +'option' key to FL_ALT and the 'Apple' key to +FL_META. Keyboard events return the key name in +Fl::event_key() and the keystroke translation in +Fl::event_text(). For example, typing Option-Y on a Mac +keyboard will set FL_ALT in Fl::event_state(), +set Fl::event_key() to 'y' and return the Yen symbol in +Fl::event_text(). + +
Returns the window reference for an Fl_Window, or +NULL if the window has not been shown. + +
Returns the Fl_Window that corresponds to the give +window handle, or NULL if not found. FLTK windows that +are children of top-level windows share the WindowRef of the +top-level window. + +
When the user press Cmd-Q or requests a termination of the +application, OS X will send a "Quit" Apple Event. FLTK handles +this event by sending an FL_CLOSE event to all open +windows. If all windows close, the application will terminate. + +
When the virtual function Fl_Widget::draw() is +called, FLTK has prepared the Window and CGrafPort for drawing. +Clipping and offsets are prepared to allow correct subwindow +drawing. + +
If the FLTK library was compiled using the configuration +flag --enable-quartz, all code inside Fl_Widget::draw() +is expected to call Quartz drawing functions instead of +QuickDraw. The Quartz coordinate system is flipped to match +FLTK's coordinate system. The origin for all drawing is in the top +left corner of the enclosing Fl_Window. + +
OS X double-buffers all windows automatically. On OS X, +Fl_Window and Fl_Double_Window are handled +internally in the same way. + +
FLTK does not access the resource fork of an application. +However, a minimal resource fork must be created for OS X +applications + +
| Caution:
+
+ When using UNIX commands to copy or move executables, OS X +will NOT copy any resource forks! For copying and moving use +CpMac and MvMac respectively. For creating a tar archive, all +executables need to be stripped from their Resource Fork before +packing, e.g. "DeRez fluid > fluid.r". After unpacking the +Resource Fork needs to be reattached, e.g. "Rez fluid.r -o +fluid". + |
It is advisable to use the Finder for moving and copying and +Mac archiving tools like Sit for distribution as they will +handle the Resource Fork correctly. + +
FLTK uses UNIX-style filenames and paths. + +
The following is a list of known bugs and problems in the +MacOS version of FLTK: + +
This chapter describes how to add your own widgets or extend existing +widgets in FLTK. +
A control widget typically interacts with the user to receive and/or +display a value of some sort.
+A composite widget widget holds a list of child widgets and handles moving, +sizing, showing, or hiding them as needed. Fl_Group is the +main composite widget widget class in FLTK, and all of the other composite widgets ( +Fl_Pack, Fl_Scroll, Fl_Tabs, Fl_Tile, +and Fl_Window) are subclasses of it.
+You can also subclass other existing widgets to provide a different +look or user-interface. For example, the button widgets are all +subclasses of Fl_Button since they all interact with the user +via a mouse button click. The only difference is the code that draws +the face of the button.
++MyClass(int x, int y, int w, int h, const char *label = 0); ++ This will allow the class to be used in FLUID + without problems. +
The constructor must call the constructor for the base class and +pass the same arguments:
+
+MyClass::MyClass(int x, int y, int w, int h, const char *label)
+: Fl_Widget(x, y, w, h, label) {
+// do initialization stuff...
+}
+
+Fl_Widget's protected constructor sets x(), y(),
+w(), h(), and label() to the passed values
+and initializes the other instance variables to:
++type(0); +box(FL_NO_BOX); +color(FL_BACKGROUND_COLOR); +selection_color(FL_BACKGROUND_COLOR); +labeltype(FL_NORMAL_LABEL); +labelstyle(FL_NORMAL_STYLE); +labelsize(FL_NORMAL_SIZE); +labelcolor(FL_FOREGROUND_COLOR); +align(FL_ALIGN_CENTER); +callback(default_callback,0); +flags(ACTIVE|VISIBLE); +image(0); +deimage(0); ++
The second form indicates that a region is damaged. If only these +calls are done in a window (no calls to damage(n)) then FLTK +will clip to the union of all these calls before drawing anything. + This can greatly speed up incremental displays. The mask bits are +OR'd into damage() unless this is a Fl_Window widget.
+The third form returns the bitwise-OR of all damage(n) +calls done since the last draw().
+When redrawing your widgets you should look at the damage bits to +see what parts of your widget need redrawing. The handle() +method can then set individual damage bits to limit the amount of drawing +that needs to be done: +
+MyClass::handle(int event) {
+ ...
+ if (change_to_part1) damage(1);
+ if (change_to_part2) damage(2);
+ if (change_to_part3) damage(4);
+}
+
+MyClass::draw() {
+ if (damage() & FL_DAMAGE_ALL) {
+ ... draw frame/box and other static stuff ...
+ }
+
+ if (damage() & (FL_DAMAGE_ALL | 1)) draw_part1();
+ if (damage() & (FL_DAMAGE_ALL | 2)) draw_part2();
+ if (damage() & (FL_DAMAGE_ALL | 4)) draw_part3();
+}
+
+Draws a focus box inside the widgets bounding box. The second +form allows you to specify a different bounding box. + +
The second form uses the passed bounding box instead of the widget's +bounding box. This is useful so "centered" labels are aligned with some +feature, like a moving slider.
+The third form draws the label anywhere. It acts as though +FL_ALIGN_INSIDE has been forced on so the label will appear inside +the passed bounding box. This is designed for parent groups to draw +labels with.
+The second version lets you do this test against an arbitrary +string.
+FLTK does not use RTTI (Run Time Typing Infomation), to enhance +portability. But this may change in the near future if RTTI becomes +standard everywhere.
+If you don't have RTTI you can use the clumsy FLTK mechanisim, by +having type() use a unique value. These unique values must +be greater than the symbol FL_RESERVED_TYPE (which is 100). +Look through the header files for FL_RESERVED_TYPE to find an +unused number. If you make a subclass of Fl_Window +you must use FL_WINDOW + n (n must be in the +range 1 to 7).
+Here is a sample handle() method for a widget that acts as +a pushbutton and also accepts the keystroke 'x' to cause the callback:
+
+int MyClass::handle(int event) {
+ switch(event) {
+ case FL_PUSH:
+ highlight = 1;
+ redraw();
+ return 1;
+ case FL_DRAG: {
+ int t = Fl::event_inside(this);
+ if (t != highlight) {
+ highlight = t;
+ redraw();
+ }
+ }
+ return 1;
+ case FL_RELEASE:
+ if (highlight) {
+ highlight = 0;
+ redraw();
+ do_callback();
+ // never do anything after a callback, as the callback
+ // may delete the widget!
+ }
+ return 1;
+ case FL_SHORTCUT:
+ if (Fl::event_key() == 'x') {
+ do_callback();
+ return 1;
+ }
+ return 0;
+ default:
+ return Fl_Widget::handle(event);
+ }
+}
+
+
+You must return non-zero if your handle() method +uses the event. If you return zero, the parent widget will try +sending the event to another widget. + +
The draw() virtual method is called when FLTK wants +you to redraw your widget. It will be called if and only if +damage() is non-zero, and damage() will be +cleared to zero after it returns. The draw() method +should be declared protected so that it can't be called from +non-drawing code. + +
The damage() value contains the bitwise-OR of all +the damage(n) calls to this widget since it was last +drawn. This can be used for minimal update, by only redrawing +the parts whose bits are set. FLTK will turn on the +FL_DAMAGE_ALL bit if it thinks the entire widget must +be redrawn, e.g. for an expose event.
+ +Expose events (and the above damage(b,x,y,w,h)) will cause +draw() to be called with FLTK's +clipping turned on. You can greatly speed up redrawing in some +cases by testing fl_not_clipped(x,y,w,h) or fl_clip_box(...) and +skipping invisible parts.
+Besides the protected methods described above, FLTK provides a large +number of basic drawing functions, which are described +below.
+This should not call redraw(), at least if only the +x() and y() change. This is because composite widgets like +Fl_Scroll may have a more efficient way of drawing the new +position.
+Instances of the child widgets may be included in the parent:
+
+class MyClass : public Fl_Group {
+ Fl_Button the_button;
+ Fl_Slider the_slider;
+ ...
+};
+
+ The constructor has to initialize these instances. They are
+automatically add()ed to the group, since the Fl_Group
+ constructor does begin(). Don't forget to call end()
+ or use the Fl_End pseudo-class:
+
+MyClass::MyClass(int x, int y, int w, int h) :
+ Fl_Group(x, y, w, h),
+ the_button(x + 5, y + 5, 100, 20),
+ the_slider(x, y + 50, w, 20)
+{
+ ...(you could add dynamically created child widgets here)...
+ end(); // don't forget to do this!
+}
+
+ The child widgets need callbacks. These will be called with a pointer
+to the children, but the widget itself may be found in the parent()
+ pointer of the child. Usually these callbacks can be static private
+methods, with a matching private method:
+
+void MyClass::static_slider_cb(Fl_Widget* v, void *) { // static method
+ ((MyClass*)(v->parent())->slider_cb();
+}
+void MyClass::slider_cb() { // normal method
+ use(the_slider->value());
+}
+
+ If you make the handle() method, you can quickly pass all the
+events to the children using the Fl_Group::handle() method.
+You don't need to override handle() if your composite widget
+does nothing other than pass events to the children:
+
+int MyClass::handle(int event) {
+ if (Fl_Group::handle(event)) return 1;
+ ... handle events that children don't want ...
+}
+
+
+If you override draw() you need to draw all the +children. If redraw() or damage() is called +on a child, damage(FL_DAMAGE_CHILD) is done to the +group, so this bit of damage() can be used to indicate +that a child needs to be drawn. It is fastest if you avoid +drawing anything else in this case: + +
+int MyClass::draw() {
+ Fl_Widget *const*a = array();
+ if (damage() == FL_DAMAGE_CHILD) { // only redraw some children
+ for (int i = children(); i --; a ++) update_child(**a);
+ } else { // total redraw
+ ... draw background graphics ...
+ // now draw all the children atop the background:
+ for (int i = children_; i --; a ++) {
+ draw_child(**a);
+ draw_outside_label(**a); // you may not need to do this
+ }
+ }
+}
+
+Fl_Group provides some protected methods to make drawing
+easier:
+
+Drag'n'drop operations are are initiated by copying data to the +clipboard and calling the function +Fl::dnd(). + +
Drop attempts are handled via events: +
You may want your widget to be a subclass of +Fl_Window, Fl_Double_Window, or +FL_Gl_Window. This can be useful if your widget wants +to occupy an entire window, and can also be used to take +advantage of system-provided clipping, or to work with a library +that expects a system window ID to indicate where to draw. + +
Subclassing Fl_Windowis almost exactly like +subclassing Fl_Group, and in fact you can easily +switch a subclass back and forth. Watch out for the following +differences:
+ +You may also want to subclass Fl_Window in order to +get access to different visuals or to change other attributes of +the windows. See "Appendix F - Operating +System Issues" for more information. + +*/