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authorAlbrecht Schlosser <albrechts.fltk@online.de>2008-09-13 15:55:32 +0000
committerAlbrecht Schlosser <albrechts.fltk@online.de>2008-09-13 15:55:32 +0000
commit8416a4012ecb985d150fad566659cf59ee1dc3aa (patch)
treea0b52461eeeaf926de99392145c087e96f6c36e1
parent054d25081a74d504eb38042ffbd9acf70be4de1d (diff)
Doxygen documentation - WP12 and WP13 - first step.
Converted the descriptive chapters of the html docs to doxygen format and modified index.dox accordingly. This checkin includes only trivial reformatting, no major rewriting. Added a chapter "Migrating Code from FLTK 1.1 to 1.3". All links on the main page are working now. Todo: - Check doxygen error messages, rewrite pages (html tags, contents). - Fill the new "Migrating..." chapter. git-svn-id: file:///fltk/svn/fltk/branches/branch-1.3@6224 ea41ed52-d2ee-0310-a9c1-e6b18d33e121
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-rw-r--r--documentation/events.dox389
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-rw-r--r--documentation/glut.dox193
-rw-r--r--documentation/index.dox104
-rw-r--r--documentation/intro.dox367
-rw-r--r--documentation/license.dox437
-rw-r--r--documentation/migration_1_1.dox158
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-rw-r--r--documentation/opengl.dox463
-rw-r--r--documentation/osissues.dox740
-rw-r--r--documentation/preface.dox2
-rw-r--r--documentation/subclassing.dox431
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diff --git a/documentation/basics.dox b/documentation/basics.dox
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+++ b/documentation/basics.dox
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+/**
+
+ \page basics 2 - FLTK Basics
+
+ <P>This chapter teaches you the basics of compiling programs
+that use FLTK.</P>
+
+<H2>Writing Your First FLTK Program</H2>
+
+<P>All programs must include the file <TT>&lt;FL/Fl.H&gt;</TT>.
+In addition the program must include a header file for each
+FLTK class it uses. Listing 1 shows a simple &quot;Hello,
+World!&quot; program that uses FLTK to display the window.</P>
+
+<UL>
+<P><I>Listing 1 - &quot;hello.cxx&quot;</I>
+<PRE>
+#include &lt;FL/Fl.H&gt;
+#include &lt;FL/Fl_Window.H&gt;
+#include &lt;FL/Fl_Box.H&gt;
+
+int main(int argc, char **argv) {
+ <A href="Fl_Window.html">Fl_Window</A> *window = new <A href="Fl_Window.html#Fl_Window.Fl_Window">Fl_Window</A>(300,180);
+ <A href="Fl_Box.html">Fl_Box</A> *box = new <A href="Fl_Box.html#Fl_Box.Fl_Box">Fl_Box</A>(20,40,260,100,&quot;Hello, World!&quot;);
+ box-&gt;<A href="Fl_Widget.html#Fl_Widget.box">box</A>(<A href="common.html#boxtypes">FL_UP_BOX</A>);
+ box-&gt;<A href="Fl_Widget.html#Fl_Widget.labelsize">labelsize</A>(36);
+ box-&gt;<A href="Fl_Widget.html#Fl_Widget.labelfont">labelfont</A>(<A href="drawing.html#fonts">FL_BOLD</A>+<A href="drawing.html#fonts">FL_ITALIC</A>);
+ box-&gt;<A href="Fl_Widget.html#Fl_Widget.labeltype">labeltype</A>(<A href="common.html#labels">FL_SHADOW_LABEL</A>);
+ window-&gt;<A href="Fl_Group.html#Fl_Group.end">end</A>();
+ window-&gt;<A href="Fl_Window.html#Fl_Window.show">show</A>(argc, argv);
+ return <A href="Fl.html#Fl.run">Fl::run</A>();
+}
+</PRE></UL>
+
+<!-- NEED 2in -->
+
+<P>After including the required header files, the program then creates a
+window. All following widgets will automatically be children of this window.</P>
+
+<UL><PRE>
+Fl_Window *window = new <A href="Fl_Window.html#Fl_Window">Fl_Window</A>(300,180);
+</PRE></UL>
+
+<P>Then we create a box with the &quot;Hello, World!&quot; string in it. FLTK automatically adds
+the new box to <tt>window</tt>, the current grouping widget.</P>
+
+<UL><PRE>
+Fl_Box *box = new <A href="Fl_Box.html#Fl_Box">Fl_Box</A>(20,40,260,100,&quot;Hello, World!&quot;);
+</PRE></UL>
+
+<P>Next, we set the type of box and the size, font, and style of the label:</P>
+
+<UL><PRE>
+box-&gt;<A href="Fl_Widget.html#Fl_Widget.box">box</A>(FL_UP_BOX);
+box-&gt;<A href=Fl_Widget.html#Fl_Widget.labelsize>labelsize</A>(36);
+box-&gt;<A href=Fl_Widget.html#Fl_Widget.labelfont>labelfont</A>(FL_BOLD+FL_ITALIC);
+box-&gt;<A href=Fl_Widget.html#Fl_Widget.labeltype>labeltype</A>(FL_SHADOW_LABEL);
+</PRE></UL>
+
+<P>We tell FLTK that we will not add any more widgets to <tt>window</tt>.</P>
+
+<UL><PRE>
+window-&gt;<A href=Fl_Group.html#Fl_Group.end>end</A>();
+</PRE></UL>
+
+<P>Finally, we show the window and enter the FLTK event loop:</P>
+
+<UL><PRE>
+window-&gt;<A href=Fl_Window.html#Fl_Window.show>show</A>(argc, argv);
+return <A href="Fl.html#Fl.run">Fl::run</A>();
+</PRE></UL>
+
+<P>The resulting program will display the window in Figure 2-1.
+You can quit the program by closing the window or pressing the
+<KBD>ESC</KBD>ape key.</P>
+
+<P ALIGN="CENTER"><IMG src="hello.C.gif" alt="Hello, World! Window"><BR>
+<I>Figure 2-1: The Hello, World! Window</I></P>
+
+<H3>Creating the Widgets</H3>
+
+<P>The widgets are created using the C++ <TT>new</TT> operator. For
+most widgets the arguments to the constructor are:</P>
+
+<UL><PRE>
+Fl_Widget(x, y, width, height, label)
+</PRE></UL>
+
+<P>The <TT>x</TT> and <TT>y</TT> parameters determine where the
+widget or window is placed on the screen. In FLTK the top left
+corner of the window or screen is the origin (i.e. x = 0, y =
+0) and the units are in pixels.</P>
+
+<P>The <TT>width</TT> and <TT>height</TT> parameters determine
+the size of the widget or window in pixels. The maximum widget
+size is typically governed by the underlying window system or
+hardware.</P>
+
+<P><tt>label</tt> is a pointer to a character string to label
+the widget with or <tt>NULL</tt>. If not specified the label
+defaults to <tt>NULL</tt>. The label string must be in static
+storage such as a string constant because FLTK does not make a
+copy of it - it just uses the pointer.</P>
+
+<H3>Creating Widget hierarchies</H3>
+
+<P>Widgets are commonly ordered into functional groups, which
+in turn may be grouped again, creating a hierarchy of widgets.
+FLTK makes it easy to fill groups by automatically adding all widgets
+that are created between a <tt>myGroup-&gt;begin()</tt> and
+<tt>myGroup-&gt;end()</tt>. In this example, <tt>myGroup</tt>
+would be the <i>current</i> group.</P>
+
+<P>Newly created groups and their derived widgets implicitly call
+<tt>begin()</tt> in the constructor, effectively adding all
+subsequently created widgets to itself until <tt>end()</tt>
+is called.</P>
+
+<P>Setting the current group to <tt>NULL</tt> will stop automatic
+hierarchies. New widgets can now be added manually using
+<tt>Fl_Group::add(...)</tt> and <tt>Fl_Group::insert(...)</tt>.</P>
+
+<H3>Get/Set Methods</H3>
+
+<P><tt>box-&gt;box(FL_UP_BOX)</tt> sets the type of box the
+Fl_Box draws, changing it from the default of
+<tt>FL_NO_BOX</tt>, which means that no box is drawn. In our
+&quot;Hello, World!&quot; example we use <TT>FL_UP_BOX</TT>,
+which means that a raised button border will be drawn around
+the widget. You can learn more about boxtypes in
+<A href="common.html#boxtypes">Chapter 3</A>.</P>
+
+<P>You could examine the boxtype in by doing
+<tt>box-&gt;box()</tt>. FLTK uses method name overloading to make
+short names for get/set methods. A "set" method is always of
+the form "void&nbsp;name(type)", and a "get" method is always
+of the form "type&nbsp;name()&nbsp;const".</P>
+
+<H3>Redrawing After Changing Attributes</H3>
+
+<P>Almost all of the set/get pairs are very fast, short inline
+functions and thus very efficient. However, <i>the "set" methods
+do not call <TT>redraw()</TT></i> - you have to call it
+yourself. This greatly reduces code size and execution time. The
+only common exceptions are <tt>value()</tt> which calls
+<TT>redraw()</TT> and <tt>label()</tt> which calls
+<TT>redraw_label()</TT> if necessary.</P>
+
+<H3>Labels</H3>
+
+<P>All widgets support labels. In the case of window widgets,
+the label is used for the label in the title bar. Our example
+program calls the <A href=Fl_Widget.html#Fl_Widget.labelfont>
+<TT>labelfont</TT></A>,
+<A href=Fl_Widget.html#Fl_Widget.labelsize><TT> labelsize</TT></A>,
+and <A href=Fl_Widget.html#Fl_Widget.labeltype><TT>labeltype</TT></A>
+methods.</P>
+
+<P>The <TT>labelfont</TT> method sets the typeface and style
+that is used for the label, which for this example we are using
+<TT>FL_BOLD</TT> and <TT>FL_ITALIC</TT>. You can also specify
+typefaces directly. </P> <P>The <TT>labelsize</TT> method sets
+the height of the font in pixels. </P> <P>The <TT>labeltype</TT>
+method sets the type of label. FLTK supports normal, embossed,
+and shadowed labels internally, and more types can be added as
+desired.</P>
+
+<P>A complete list of all label options can be found in
+<A href="common.html#labels">Chapter 3</A>.</P>
+
+<H3>Showing the Window</H3>
+
+<P>The <TT>show()</TT> method shows the widget or window. For windows
+you can also provide the command-line arguments to allow users to
+customize the appearance, size, and position of your windows.</P>
+
+<H3>The Main Event Loop</H3>
+
+<P>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.</P>
+
+<P>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.</P>
+
+<P>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.</P>
+
+<P>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.</P>
+
+<P>FLTK applications must periodically check
+(<TT>Fl::check()</TT>) or wait (<TT>Fl::wait()</TT>) for events
+or use the <A href="Fl.html#Fl.run"><TT>Fl::run()</TT></A>
+method to enter a standard event processing loop. Calling
+<TT>Fl::run()</TT> is equivalent to the following code:</P>
+
+<UL><PRE>
+while (Fl::wait());
+</PRE></UL>
+
+<P><TT>Fl::run()</TT> does not return until all of the windows
+under FLTK control are closed by the user or your program.</P>
+
+<H2>Compiling Programs with Standard Compilers</H2>
+
+<P>Under UNIX (and under Microsoft Windows when using the GNU development
+tools) you will probably need to tell the compiler where to find the
+header files. This is usually done using the <TT>-I</TT> option:</P>
+
+<UL><PRE>
+CC -I/usr/local/include ...
+gcc -I/usr/local/include ...
+</PRE></UL>
+
+<P>The <TT>fltk-config</TT> script included with FLTK can be
+used to get the options that are required by your compiler:</P>
+
+<UL><PRE>
+CC `fltk-config --cxxflags` ...
+</PRE></UL>
+
+<P>Similarly, when linking your application you will need to tell the
+compiler to use the FLTK library:</P>
+
+<UL><PRE>
+CC ... -L/usr/local/lib -lfltk -lXext -lX11 -lm
+gcc ... -L/usr/local/lib -lfltk -lXext -lX11 -lm
+</PRE></UL>
+
+<P>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, <A
+HREF="Fl_Help_Dialog.html#Fl_Help_Dialog"><CODE>Fl_Help_Dialog</CODE></A>
+widget, and system icon support.
+
+<CENTER><TABLE WIDTH="80%" BORDER="1" CELLPADDING="10" BGCOLOR="#cccccc">
+<TR>
+ <TD><B>Note:</B>
+ <P>The libraries are named "fltk.lib", "fltkgl.lib", "fltkforms.lib",
+ and "fltkimages.lib", respectively under Windows.
+ </TD>
+</TR>
+</TABLE></CENTER>
+
+<P>As before, the <TT>fltk-config</TT> script included with FLTK can be
+used to get the options that are required by your linker:</P>
+
+<UL><PRE>
+CC ... `fltk-config --ldflags`
+</PRE></UL>
+
+<!-- NEED 2in -->
+
+<P>The forms, GL, and images libraries are included with the "--use-foo"
+options, as follows:
+
+<UL><PRE>
+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`
+</PRE></UL>
+
+<P>Finally, you can use the <TT>fltk-config</TT> script to
+compile a single source file as a FLTK program:
+
+<UL><PRE>
+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
+</PRE></UL>
+
+<P>Any of these will create an executable named <TT>filename</TT>.
+
+<H2>Compiling Programs with Microsoft Visual C++</H2>
+
+<P>In Visual C++ you will need to tell the compiler where to
+find the FLTK header files. This can be done by selecting
+&quot;Settings&quot; from the &quot;Project&quot; menu and then
+changing the &quot;Preprocessor&quot; settings under the
+&quot;C/C++&quot; tab. You will also need to add the FLTK and
+WinSock (WSOCK32.LIB) libraries to the &quot;Link&quot;
+settings.</P>
+
+<P>You can build your Microsoft Windows applications as Console or
+WIN32 applications. If you want to use the standard C <TT>main()</TT>
+function as the entry point, FLTK includes a <TT>WinMain()</TT>
+function that will call your <TT>main()</TT> function for you.</P>
+
+<P><I>Note: The Visual C++ 5.0 optimizer is known to cause problems with
+many programs. We only recommend using the &quot;Favor Small Code&quot;
+optimization setting.</I> The Visual C++ 6.0 optimizer seems to be much
+better and can be used with the "optimized for speed" setting.</P>
+
+<H2>Naming</H2>
+
+<P>All public symbols in FLTK start with the characters 'F' and 'L':</P>
+
+<UL>
+
+ <LI>Functions are either <TT>Fl::foo()</TT> or
+ <TT>fl_foo()</TT>.</LI>
+
+ <LI>Class and type names are capitalized:
+ <TT>Fl_Foo</TT>.</LI>
+
+ <LI><A href="enumerations.html">Constants and
+ enumerations</A> are uppercase: <TT>FL_FOO</TT>.</LI>
+
+ <LI>All header files start with <TT>&lt;FL/...&gt;</TT>.
+ </LI>
+
+</UL>
+
+<!-- NEED 5in -->
+
+<H2>Header Files</H2>
+
+<P>The proper way to include FLTK header files is:</P>
+
+<UL><PRE>
+#include &lt;FL/Fl_xyz.H&gt;
+</PRE></UL>
+
+<CENTER><TABLE BORDER="1" CELLPADDING="10" BGCOLOR="#cccccc">
+<TR>
+ <TD><B>Note:</B>
+
+ <P>Case <I>is</I> significant on many operating systems,
+ and the C standard uses the forward slash (/) to
+ separate directories. <i>Do not use any of the following
+ include lines:</i></P>
+
+ <UL><PRE>
+ #include &lt;FL\Fl_xyz.H&gt;
+ #include &lt;fl/fl_xyz.h&gt;
+ #include &lt;Fl/fl_xyz.h&gt;
+ </PRE></UL>
+
+ </TD>
+</TR>
+</TABLE></CENTER>
+
+*/
diff --git a/documentation/common.dox b/documentation/common.dox
new file mode 100644
index 000000000..20553873e
--- /dev/null
+++ b/documentation/common.dox
@@ -0,0 +1,667 @@
+/**
+
+ \page common 3 - Common Widgets and Attributes
+
+<P>This chapter describes many of the widgets that are provided
+with FLTK and covers how to query and set the standard
+attributes.</P>
+
+<H2>Buttons</H2>
+
+<P>FLTK provides many types of buttons:</P>
+
+<UL>
+
+ <LI><A HREF="Fl_Button.html"><TT>Fl_Button</TT></A> - A
+ standard push button.</LI>
+
+ <LI><A HREF="Fl_Check_Button.html"><TT>Fl_Check_Button</TT></A> -
+ A button with a check box.</LI>
+
+ <LI><A HREF="Fl_Light_Button.html"><TT>Fl_Light_Button</TT></A> -
+ A push button with a light.</LI>
+
+ <LI><A HREF="Fl_Repeat_Button.html"><TT>Fl_Repeat_Button</TT></A> -
+ A push button that repeats when held.</LI>
+
+ <LI><A HREF="Fl_Return_Button.html"><TT>Fl_Return_Button</TT></A> -
+ A push button that is activated by the <KBD>Enter</KBD> key.</LI>
+
+ <LI><A HREF="Fl_Round_Button.html"><TT>Fl_Round_Button</TT></A> -
+ A button with a radio circle.</LI>
+
+</UL>
+
+<P ALIGN="CENTER"><IMG SRC="buttons.gif" ALT="FLTK Buttons"><BR>
+Figure 3-1: FLTK Button Widgets</P>
+
+<P>All of these buttons just need the corresponding
+<TT>&lt;FL/Fl_xyz_Button.H&gt;</TT> header file. The constructor
+takes the bounding box of the button and optionally a label
+string:</P>
+
+<UL><PRE>
+Fl_Button *button = new Fl_Button(x, y, width, height, &quot;label&quot;);
+Fl_Light_Button *lbutton = new Fl_Light_Button(x, y, width, height);
+Fl_Round_Button *rbutton = new Fl_Round_Button(x, y, width, height, &quot;label&quot;);
+</PRE></UL>
+
+<P>Each button has an associated
+<A href="Fl_Button.html#Fl_Button.type"><TT>type()</TT></A>
+which allows it to behave as a push button, toggle button, or
+radio button:</P>
+
+<UL><PRE>
+button-&gt;type(FL_NORMAL_BUTTON);
+lbutton-&gt;type(FL_TOGGLE_BUTTON);
+rbutton-&gt;type(FL_RADIO_BUTTON);
+</PRE></UL>
+
+<P>For toggle and radio buttons, the
+<A href="Fl_Button.html#Fl_Button.value"><TT>value()</TT></A>
+method returns the current button state (0 = off, 1 = on). The
+<A href="Fl_Button.html#Fl_Button.set"><TT>set()</TT></A> and
+<A href="Fl_Button.html#Fl_Button.clear"><TT>clear()</TT></A>
+methods can be used on toggle buttons to turn a toggle button
+on or off, respectively. Radio buttons can be turned on with
+the
+<A href="Fl_Button.html#Fl_Button.setonly"><TT>setonly()</TT></A>
+method; this will also turn off other radio buttons in the same
+group.</P>
+
+<H2>Text</H2>
+
+<P>FLTK provides several text widgets for displaying and receiving text:</P>
+
+<UL>
+
+ <LI><A HREF="Fl_Input.html"><TT>Fl_Input</TT></A> - A
+ one-line text input field.</LI>
+
+ <LI><A HREF="Fl_Output.html"><TT>Fl_Output</TT></A> - A
+ one-line text output field.</LI>
+
+ <LI><A HREF="Fl_Multiline_Input.html"><TT>Fl_Multiline_Input</TT></A>
+ - A multi-line text input field. </LI>
+
+ <LI><A HREF="Fl_Multiline_Output.html"><TT>Fl_Multiline_Output</TT></A>
+ - A multi-line text output field.</LI>
+
+ <LI><A HREF="Fl_Text_Display.html"><TT>Fl_Text_Display</TT></A>
+ - A multi-line text display widget.</LI>
+
+ <LI><A HREF="Fl_Text_Editor.html"><TT>Fl_Text_Editor</TT></A> -
+ A multi-line text editing widget. </LI>
+
+ <LI><A HREF="Fl_Help_View.html"><TT>Fl_Help_View</TT></A> - A
+ HTML text display widget.</LI>
+
+</UL>
+
+<P>The <TT>Fl_Output</TT> and <TT>Fl_Multiline_Output</TT>
+widgets allow the user to copy text from the output field but
+not change it.</P>
+
+<P>The <A href="Fl_Input.html#Fl_Input.value"><TT>value()</TT></A>
+method is used to get or set the string that is displayed:</P>
+
+<UL><PRE>
+Fl_Input *input = new Fl_Input(x, y, width, height, &quot;label&quot;);
+input-&gt;value(&quot;Now is the time for all good men...&quot;);
+</PRE></UL>
+
+<P>The string is copied to the widget's own storage when you set
+the <tt>value()</tt> of the widget.</P>
+
+<P>The <TT>Fl_Text_Display</TT> and <TT>Fl_Text_Editor</TT>
+widgets use an associated <TT>Fl_Text_Buffer</TT> class for the
+value, instead of a simple string.</P>
+
+<!-- NEED 4in -->
+
+<H2>Valuators</H2>
+
+<P>Unlike text widgets, valuators keep track of numbers instead of
+strings. FLTK provides the following valuators:</P>
+
+<UL>
+
+ <LI><A HREF="Fl_Counter.html"><TT>Fl_Counter</TT></A> - A widget with arrow buttons that shows the
+ current value. </LI>
+
+ <LI><A HREF="Fl_Dial.html"><TT>Fl_Dial</TT></A> - A round knob. </LI>
+
+ <LI><A HREF="Fl_Roller.html"><TT>Fl_Roller</TT></A> - An SGI-like dolly widget. </LI>
+
+ <LI><A HREF="Fl_Scrollbar.html"><TT>Fl_Scrollbar</TT></A> - A standard scrollbar widget. </LI>
+
+ <LI><A HREF="Fl_Slider.html"><TT>Fl_Slider</TT></A> - A scrollbar with a knob. </LI>
+
+ <LI><A HREF="Fl_Value_Slider.html"><TT>Fl_Value_Slider</TT></A> - A slider that shows the current value. </LI>
+
+</UL>
+
+<P ALIGN="CENTER"><IMG SRC="valuators.gif" ALT="FLTK Valuators"><BR>
+<I>Figure 3-2: FLTK valuator widgets</I></P>
+
+<P>The <A href="Fl_Valuator.html#Fl_Valuator.value"><TT>value()</TT></A>
+method gets and sets the current value of the widget. The
+<A href="Fl_Valuator.html#Fl_Valuator.minimum"><TT>minimum()</TT></A>
+and <A href="Fl_Valuator.html#Fl_Valuator.maximum"><TT>maximum()</TT></A>
+methods set the range of values that are reported by the
+widget.</P>
+
+<!-- NEED 5in -->
+
+<H2>Groups</H2>
+
+<P>The <TT>Fl_Group</TT> widget class is used as a general
+purpose &quot;container&quot; widget. Besides grouping radio
+buttons, the groups are used to encapsulate windows, tabs, and
+scrolled windows. The following group classes are available
+with FLTK:</P>
+
+<UL>
+
+ <LI><A HREF="Fl_Double_Window.html"><TT>Fl_Double_Window</TT></A> - A double-buffered window on the screen. </LI>
+
+ <LI><A HREF="Fl_Gl_Window.html"><TT>Fl_Gl_Window</TT></A> - An OpenGL window on the screen. </LI>
+
+ <LI><A HREF="Fl_Group.html"><TT>Fl_Group</TT></A> - The base container class; can be used to group
+ any widgets together. </LI>
+
+ <LI><A HREF="Fl_Pack.html"><TT>Fl_Pack</TT></A> - A collection of widgets that are packed into the group area.</LI>
+
+ <LI><A HREF="Fl_Scroll.html"><TT>Fl_Scroll</TT></A> - A scrolled window area. </LI>
+
+ <LI><A HREF="Fl_Tabs.html"><TT>Fl_Tabs</TT></A> - Displays child widgets as tabs. </LI>
+
+ <LI><A HREF="Fl_Tile.html"><TT>Fl_Tile</TT></A> - A tiled window area.</LI>
+
+ <LI><A HREF="Fl_Window.html"><TT>Fl_Window</TT></A> - A window on the screen. </LI>
+
+</UL>
+
+<H2>Setting the Size and Position of Widgets</H2>
+
+<P>The size and position of widgets is usually set when you
+create them. You can access them with the <tt>x()</tt>,
+<tt>y()</tt>, <tt>w()</tt>, and <tt>h()</tt> methods.</P>
+
+<P>You can change the size and position by using the
+<TT>position()</TT>, <TT> resize()</TT>, and <TT>size()</TT>
+methods:</P>
+
+<UL><PRE>
+button-&gt;position(x, y);
+group-&gt;resize(x, y, width, height);
+window-&gt;size(width, height);
+</PRE></UL>
+
+<P>If you change a widget's size or position after it is
+displayed you will have to call <tt>redraw()</tt> on the
+widget's parent.</P>
+
+<H2><A NAME="colors">Colors</A></H2>
+
+<P>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 <i>not</i>
+the X or WIN32 colormap, but instead is an internal table with
+fixed contents.</P>
+
+<P>There are symbols for naming some of the more common colors:</P>
+
+<UL>
+ <LI><TT>FL_BLACK</TT></LI>
+
+ <LI><TT>FL_RED</TT></LI>
+
+ <LI><TT>FL_GREEN</TT></LI>
+
+ <LI><TT>FL_YELLOW</TT></LI>
+
+ <LI><TT>FL_BLUE</TT></LI>
+
+ <LI><TT>FL_MAGENTA</TT></LI>
+
+ <LI><TT>FL_CYAN</TT></LI>
+
+ <LI><TT>FL_WHITE</TT></LI>
+</UL>
+
+<P>These symbols are the default colors for all FLTK widgets. They are
+explained in more detail in the chapter
+<A HREF="enumerations.html#colors">Enumerations</A></P>
+
+<UL>
+ <LI><TT>FL_FOREGROUND_COLOR</TT> </LI>
+
+ <LI><TT>FL_BACKGROUND_COLOR</TT> </LI>
+
+ <LI><TT>FL_INACTIVE_COLOR</TT> </LI>
+
+ <LI><TT>FL_SELECTION_COLOR</TT> </LI>
+</UL>
+
+<P>RGB colors can be set using the <A HREF="functions.html#fl_rgb_color"><TT>fl_rgb_color()</TT></A>
+function:</P>
+
+<UL><PRE>
+Fl_Color c = fl_rgb_color(85, 170, 255);
+</PRE></UL>
+
+<P>The widget color is set using the <TT>color()</TT> method:</P>
+
+<UL><PRE>
+button-&gt;color(FL_RED);
+</PRE></UL>
+
+<P>Similarly, the label color is set using the <TT>labelcolor()</TT>
+method:</P>
+
+<UL><PRE>
+button-&gt;labelcolor(FL_WHITE);
+</PRE></UL>
+
+<H2><A NAME="boxtypes">Box Types</A></H2>
+
+<P>The type <TT>Fl_Boxtype</TT> stored and returned in
+<A href="Fl_Widget.html#Fl_Widget.box"><TT>Fl_Widget::box()</TT></A>
+is an enumeration defined in <A href="enumerations.html#Enumerations"><TT>&lt;Enumerations.H&gt;</TT></A>.
+Figure 3-3 shows the standard box types included with FLTK.</P>
+
+<P ALIGN="CENTER"><IMG src="boxtypes.gif" ALT="FLTK Box Types"><BR>
+<I>Figure 3-3: FLTK box types</I></P>
+
+<P><TT>FL_NO_BOX</TT> means nothing is drawn at all, so whatever is
+already on the screen remains. The <TT>FL_..._FRAME</TT> 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.</P>
+
+<H3>Making Your Own Boxtypes</H3>
+
+<P>You can define your own boxtypes by making a small function that draws
+the box and adding it to the table of boxtypes.</P>
+
+<CENTER><TABLE WIDTH="80%" BORDER="1" CELLPADDING="5" CELLSPACING="0" BGCOLOR="#cccccc">
+<TR>
+ <TD><B>Note:</B>
+ <P>This interface has changed in FLTK 2.0!</P>
+ </TD>
+</TR>
+</TABLE></CENTER>
+
+<H4>The Drawing Function</H4>
+
+<P>The drawing function is passed the bounding box and background color
+for the widget:</P>
+
+<UL><PRE>
+void xyz_draw(int x, int y, int w, int h, Fl_Color c) {
+...
+}
+</PRE></UL>
+
+<!-- NEED 3in -->
+
+<P>A simple drawing function might fill a rectangle with the
+given color and then draw a black outline:</P>
+
+<UL><PRE>
+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);
+}
+</PRE></UL>
+
+<H4><A name="fl_down">Fl_Boxtype fl_down(Fl_Boxtype)</A></H4>
+
+<P><tt>fl_down</tt> 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: <A HREF="drawing.html#fl_frame">fl_frame drawing</A>.
+
+<H4><A name="fl_frame">Fl_Boxtype fl_frame(Fl_Boxtype)</A></H4>
+
+<P><tt>fl_frame</tt> 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: <A HREF="drawing.html#fl_frame">fl_frame drawing</A>.
+
+<H4><A name="fl_box">Fl_Boxtype fl_box(Fl_Boxtype)</A></H4>
+
+<P><tt>fl_box</tt> 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: <TT><A HREF="#fl_frame">fl_frame</A></TT>.
+
+<H4>Adding Your Box Type</H4>
+
+<P>The <TT>Fl::set_boxtype()</TT> method adds or replaces the
+specified box type:</P>
+
+<UL><PRE>
+#define XYZ_BOX FL_FREE_BOXTYPE
+
+Fl::set_boxtype(XYZ_BOX, xyz_draw, 1, 1, 2, 2);
+</PRE></UL>
+
+<P>The last 4 arguments to <TT>Fl::set_boxtype()</TT> are the
+offsets for the x, y, width, and height values that should be
+subtracted when drawing the label inside the box.</P>
+
+<P>A complete box design contains four box types in this order:
+a filled, neutral box (<TT>UP_BOX</TT>), a filled, depressed box
+(<TT>DOWN_BOX</TT>), and the same as outlines only (<TT>UP_FRAME</TT>
+and <TT>DOWN_FRAME</TT>). The function
+<TT><A HREF="#fl_down">fl_down(Fl_Boxtype)</A></TT>
+expects the neutral design on a boxtype with a numerical
+value evenly divideable by two.
+<TT><A HREF="#fl_frame">fl_frame(Fl_Boxtype)</A></TT>
+expects the <TT>UP_BOX</TT> design at a value divideable by four.</P>
+
+<H2><A NAME="labels">Labels and Label Types</A></H2>
+
+<P>The <TT>label()</TT>, <TT>align()</TT>, <TT>labelfont()</TT>,
+<TT>labelsize()</TT>, <TT>labeltype()</TT>, <TT>image()</TT>, and
+<TT>deimage()</TT> methods control the labeling of widgets.</P>
+
+<H3>label()</H3>
+
+<P>The <TT>label()</TT> 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.</P>
+
+<P ALIGN="CENTER"><A name="symbols"><IMG src="symbols.gif" ALT="FLTK Symbols"><BR>
+<I>Figure 3-4: FLTK label symbols</I></A></P>
+
+<!-- NEED 2in -->
+
+<P>The @ sign may also be followed by the following optional
+&quot;formatting&quot; characters, in this order:</P>
+
+<UL>
+
+ <LI>'#' forces square scaling, rather than distortion to
+ the widget's shape.</LI>
+
+ <LI>+[1-9] or -[1-9] tweaks the scaling a little bigger
+ or smaller.</LI>
+
+ <LI>'$' flips the symbol horizontaly, '%' flips it verticaly.</LI>
+
+ <LI>[0-9] - rotates by a multiple of 45 degrees. '5' and
+ '6' do no rotation while the others point in the
+ direction of that key on a numeric keypad. '0', followed by four
+ more digits rotates the symbol by that amount in degrees.</LI>
+
+</UL>
+
+<P>Thus, to show a very large arrow pointing downward you would use the
+label string "@+92-&gt;".
+
+<H3>align()</H3>
+
+<P>The <TT>align()</TT> method positions the label. The following
+constants are defined and may be OR'd together as needed:</P>
+
+<UL>
+
+ <LI><TT>FL_ALIGN_CENTER</TT> - center the label in the widget.</LI>
+
+ <LI><TT>FL_ALIGN_TOP</TT> - align the label at the top of the widget.</LI>
+
+ <LI><TT>FL_ALIGN_BOTTOM</TT> - align the label at the bottom of the
+ widget.</LI>
+
+ <LI><TT>FL_ALIGN_LEFT</TT> - align the label to the left of the widget.</LI>
+
+ <LI><TT>FL_ALIGN_RIGHT</TT> - align the label to the right of the
+ widget.</LI>
+
+ <LI><TT>FL_ALIGN_INSIDE</TT> - align the label inside the widget.</LI>
+
+ <LI><TT>FL_ALIGN_CLIP</TT> - clip the label to the widget's bounding
+ box.</LI>
+
+ <LI><TT>FL_ALIGN_WRAP</TT> - wrap the label text as needed.</LI>
+
+ <LI><TT>FL_TEXT_OVER_IMAGE</TT> - show the label text over the image.</LI>
+
+ <LI><TT>FL_IMAGE_OVER_TEXT</TT> - show the label image over the text (default).</LI>
+
+</UL>
+
+<H3><A NAME="labeltypes">labeltype()</A></H3>
+
+<P>The <TT>labeltype()</TT> method sets the type of the label. The
+following standard label types are included:</P>
+
+<UL>
+
+ <LI><TT>FL_NORMAL_LABEL</TT> - draws the text.</LI>
+
+ <LI><TT>FL_NO_LABEL</TT> - does nothing.</LI>
+
+ <LI><TT>FL_SHADOW_LABEL</TT> - draws a drop shadow under
+ the text.</LI>
+
+ <LI><TT>FL_ENGRAVED_LABEL</TT> - draws edges as though
+ the text is engraved.</LI>
+
+ <LI><TT>FL_EMBOSSED_LABEL</TT> - draws edges as thought
+ the text is raised.</LI>
+
+ <LI><TT>FL_ICON_LABEL</TT> - draws the icon associated
+ with the text.</LI>
+
+</UL>
+
+<H3>image() and deimage()</H3>
+
+<P>The <TT>image()</TT> and <TT>deimage()</TT> methods set an image that
+will be displayed with the widget. The <TT>deimage()</TT> method sets the
+image that is shown when the widget is inactive, while the <TT>image()</TT>
+method sets the image that is shown when the widget is active.</P>
+
+<P>To make an image you use a subclass of
+<A HREF="drawing.html#Fl_Image"><TT>Fl_Image</TT></A>.</P>
+
+<H4>Making Your Own Label Types</H4>
+
+<P>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
+<TT>fl_font</TT> mechanisim (e.g. <TT>FL_ENGRAVED_LABEL</TT>) or
+with program-generated letters or symbology.</P>
+
+<CENTER><TABLE WIDTH="80%" BORDER="1" CELLPADDING="5" CELLSPACING="0" BGCOLOR="#cccccc">
+<TR>
+ <TD><B>Note:</B>
+ <P>This interface has changed in FLTK 2.0!</P>
+ </TD>
+</TR>
+</TABLE></CENTER>
+
+<H5>Label Type Functions</H5>
+
+<P>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 <TT>Fl_Label</TT>
+structure containing the label information, the bounding box for
+the label, and the label alignment:</P>
+
+<UL><PRE>
+void xyz_draw(const Fl_Label *label, int x, int y, int w, int h, Fl_Align align) {
+...
+}
+</PRE></UL>
+
+<P>The label should be drawn <I>inside</I> this bounding box,
+even if <TT>FL_ALIGN_INSIDE</TT> is not enabled. The function
+is not called if the label value is <TT>NULL</TT>.</P>
+
+<P>The measure function is called with a pointer to a
+<TT>Fl_Label</TT> structure and references to the width and
+height:</P>
+
+<UL><PRE>
+void xyz_measure(const Fl_Label *label, int &amp;w, int &amp;h) {
+...
+}
+</PRE></UL>
+
+<P>The function should measure the size of the label and set
+<TT>w</TT> and <TT>h</TT> to the size it will occupy.</P>
+
+<H5>Adding Your Label Type</H5>
+
+<P>The <TT>Fl::set_labeltype</TT> method creates a label type
+using your draw and measure functions:</P>
+
+<UL><PRE>
+#define XYZ_LABEL FL_FREE_LABELTYPE
+
+Fl::set_labeltype(XYZ_LABEL, xyz_draw, xyz_measure);
+</PRE></UL>
+
+<P>The label type number <TT>n</TT> can be any integer value
+starting at the constant <TT>FL_FREE_LABELTYPE</TT>. Once you
+have added the label type you can use the <TT>labeltype()</TT>
+method to select your label type.</P>
+
+<P>The <TT>Fl::set_labeltype</TT> method can also be used to overload
+an existing label type such as <TT>FL_NORMAL_LABEL</TT>.</P>
+
+<H4><A NAME="add_symbol">Making your own symbols</A></H4>
+
+<P>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.</P>
+
+<P>To create a new symbol, you implement a drawing function
+<tt>void drawit(Fl_Color c)</tt> which typically uses the
+<a href="drawing.html#complex">complex drawing functions</a>
+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 <tt>fl_add_symbol</tt>:</P>
+
+<UL><PRE>
+<A NAME="fl_add_symbol">int fl_add_symbol(const char *name, void (*drawit)(Fl_Color), int scalable)</A>
+</PRE></UL>
+
+<P><i>name</i> is the name of the symbol without the "@"; <i>scalable</I>
+must be set to 1 if the symbol is generated using scalable vector drawing
+functions.</P>
+
+<UL><PRE>
+<A NAME="fl_draw_symbol">int fl_draw_symbol(const char *name,int x,int y,int w,int h,Fl_Color col)</A>
+</PRE></UL>
+
+<P>This function draw a named symbol fitting the given rectangle.
+
+<H2>Callbacks</H2>
+
+<P>Callbacks are functions that are called when the value of a
+widget changes. A callback function is sent a <TT>Fl_Widget</TT>
+pointer of the widget that changed and a pointer to data that
+you provide:</P>
+
+<UL><PRE>
+void xyz_callback(Fl_Widget *w, void *data) {
+...
+}
+</PRE></UL>
+
+<P>The <TT>callback()</TT> method sets the callback function for a
+widget. You can optionally pass a pointer to some data needed for the
+callback:</P>
+
+<UL><PRE>
+int xyz_data;
+
+button-&gt;callback(xyz_callback, &amp;xyz_data);
+</PRE></UL>
+
+<P>Normally callbacks are performed only when the value of the
+widget changes. You can change this using the
+<A href="Fl_Widget.html#Fl_Widget.when"><TT>when()</TT></A>
+method:</P>
+
+<UL><PRE>
+button-&gt;when(FL_WHEN_NEVER);
+button-&gt;when(FL_WHEN_CHANGED);
+button-&gt;when(FL_WHEN_RELEASE);
+button-&gt;when(FL_WHEN_RELEASE_ALWAYS);
+button-&gt;when(FL_WHEN_ENTER_KEY);
+button-&gt;when(FL_WHEN_ENTER_KEY_ALWAYS);
+button-&gt;when(FL_WHEN_CHANGED | FL_WHEN_NOT_CHANGED);
+</PRE></UL>
+
+<CENTER><TABLE WIDTH="80%" BORDER="1" CELLPADDING="5" CELLSPACING="0" BGCOLOR="#cccccc">
+<TR>
+ <TD><B>Note:</B>
+
+ <P>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 <a
+ href='Fl.html#Fl.delete_widget'><tt>Fl::delete_widget()</tt></a>
+ method to mark your widget for deletion when it is safe
+ to do so.</p>
+
+ <p><B>Hint:</B>
+
+ <P>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 <TT>this</TT> pointer is not
+ initialized for class methods.</P>
+
+ <P>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
+ <TT>callback()</TT> method of the widget can be a
+ pointer to the instance of your class.</P>
+
+<PRE>
+class Foo {
+ void my_callback(Fl_Widget *w);
+ static void my_static_callback(Fl_Widget *w, void *f) { ((Foo *)f)-&gt;my_callback(w); }
+ ...
+}
+
+...
+
+w-&gt;callback(my_static_callback, (void *)this);
+</PRE>
+ </TD>
+</TR>
+</TABLE></CENTER>
+
+<H2>Shortcuts</H2>
+
+<P>Shortcuts are key sequences that activate widgets such as
+buttons or menu items. The <TT>shortcut()</TT> method sets the
+shortcut for a widget:</P>
+
+<UL><PRE>
+button-&gt;shortcut(FL_Enter);
+button-&gt;shortcut(FL_SHIFT + 'b');
+button-&gt;shortcut(FL_CTRL + 'b');
+button-&gt;shortcut(FL_ALT + 'b');
+button-&gt;shortcut(FL_CTRL + FL_ALT + 'b');
+button-&gt;shortcut(0); // no shortcut
+</PRE></UL>
+
+<P>The shortcut value is the key event value - the ASCII value
+or one of the special keys like
+<a href="enumerations.html#key_values"><TT>FL_Enter</TT></a> -
+combined with any modifiers like <KBD>Shift</KBD>,
+<KBD>Alt</KBD>, and <KBD>Control</KBD>.</P>
+
+*/
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
+
+<P>This chapter covers the drawing functions that are provided with FLTK.
+
+<H2>When Can You Draw Things in FLTK?</H2>
+
+<P>There are only certain places you can execute drawing code in FLTK.
+Calling these functions at other places will result in undefined
+behavior!
+
+<UL>
+
+ <LI>The most common place is inside the virtual method
+ <A
+ href="subclassing.html#draw"><TT>Fl_Widget::draw()</TT></A>.
+ To write code here, you must subclass one of the
+ existing <TT>Fl_Widget</TT> classes and implement your
+ own version of <TT>draw()</TT>.</LI>
+
+ <LI>You can also write <A
+ href="common.html#boxtypes">boxtypes</A> and <A
+ href="common.html#labeltypes">labeltypes</A>. These are
+ small procedures that can be called by existing <A
+ HREF="subclassing.html#draw"><TT>Fl_Widget::draw()</TT></A>
+ methods. These &quot;types&quot; are identified by an
+ 8-bit index that is stored in the widget's
+ <TT>box()</TT>, <TT>labeltype()</TT>, and possibly other
+ properties.</LI>
+
+ <LI>You can call <A
+ href="Fl_Window.html#Fl_Window.make_current"><TT>Fl_Window::make_current()</TT></A>
+ to do incremental update of a widget. Use <A
+ href=Fl_Widget.html#Fl_Widget.window><TT>Fl_Widget::window()</TT></A>
+ to find the window.</LI>
+
+</UL>
+
+<H2>FLTK Drawing Functions</H2>
+
+<P>To use the drawing functions you must first include the
+<TT>&lt;FL/fl_draw.H&gt;</TT> header file. FLTK provides the
+following types of drawing functions:
+
+<UL>
+
+ <LI><A href="#boxdraw">Boxes</A></LI>
+
+ <LI><A href="#clipping">Clipping</A></LI>
+
+ <LI><A href="#colors">Colors</A></LI>
+
+ <LI><A href="#lines">Line dashes and thickness</A></LI>
+
+ <LI><A href="#fast">Fast Shapes</A></LI>
+
+ <LI><A href="#complex">Complex Shapes</A></LI>
+
+ <LI><A href="#text">Text</A></LI>
+
+ <LI><A href="#images">Images</A></LI>
+
+ <LI><A href="#overlay">Overlay</A></LI>
+
+ <LI><A href="#offscreen">Offscreen Drawing</A></LI>
+
+</UL>
+
+<H3><A name="boxdraw">Boxes</A></H3>
+
+<P>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.
+
+<H4><A NAME="fl_draw_box">void fl_draw_box(Fl_Boxtype b, int x, int y, int w, int h, Fl_Color c);</A></H4>
+
+<P>The first box drawing function is <CODE>fl_draw_box()</CODE>
+which draws a standard boxtype <CODE>c</CODE> in the specified
+color <CODE>c</CODE>.
+
+<H4><A NAME="fl_frame">void fl_frame(const char *s, int x, int y, int w, int h);</A></H4>
+
+<P>The <CODE>fl_frame()</CODE> function draws a series of line
+segments around the given box. The string <CODE>s</CODE> 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 <CODE>fl_frame()</CODE> with a string that is
+not a multiple of 4 characters in length are undefined.
+
+<P>The only difference between this function and
+<CODE>fl_frame2()</CODE> is the order of the line segments.
+
+<P>See also: <A HREF="common.html#fl_frame">fl_frame boxtype</A>.
+
+<H4><A NAME="fl_frame2">void fl_frame2(const char *s, int x, int y, int w, int h);</A></H4>
+
+<P>The <CODE>fl_frame2()</CODE> function draws a series of line
+segments around the given box. The string <CODE>s</CODE> 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 <CODE>fl_frame2()</CODE> with a string that is
+not a multiple of 4 characters in length are undefined.
+
+<P>The only difference between this function and
+<CODE>fl_frame()</CODE> is the order of the line segments.
+
+<H3><A name="clipping">Clipping</A></H3>
+
+<P>You can limit all your drawing to a rectangular region by calling
+<TT>fl_push_clip</TT>, and put the drawings back by using <TT>fl_pop_clip</TT>.
+This rectangle is measured in pixels and is unaffected by the current
+transformation matrix.
+
+<P>In addition, the system may provide clipping when updating windows
+which may be more complex than a simple rectangle.</P>
+
+<H4><A name="fl_push_clip">void fl_clip(int x, int y, int w, int h)</A><BR>
+void fl_push_clip(int x, int y, int w, int h)</H4>
+
+<P>Intersect the current clip region with a rectangle and push this new
+region onto the stack. The <CODE>fl_clip()</CODE> name is deprecated and
+will be removed from future releases.
+
+<H4><A NAME=fl_push_no_clip>void fl_push_no_clip()</A></H4>
+
+<P>Pushes an empty clip region on the stack so nothing will be clipped.
+
+<H4><A NAME=fl_pop_clip>void fl_pop_clip()</A></H4>
+
+<P>Restore the previous clip region.
+
+<CENTER><TABLE WIDTH="80%" BORDER="1" CELLPADDING="5" CELLSPACING="0" BGCOLOR="#cccccc">
+<TR>
+ <TD><B>Note:</B>
+
+ <P>You must call <TT>fl_pop_clip()</TT> once for every
+ time you call <TT>fl_push_clip()</TT>. If you return to FLTK
+ with the clip stack not empty unpredictable results
+ occur.
+
+ </TD>
+</TR>
+</TABLE></CENTER>
+
+<H4><A NAME=fl_not_clipped>int fl_not_clipped(int x, int y, int w, int h)</A></H4>
+
+<P>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.
+
+<CENTER><TABLE WIDTH="80%" BORDER="1" CELLPADDING="5" CELLSPACING="0" BGCOLOR="#cccccc">
+<TR>
+ <TD><B>Note:</B>
+
+ <P>Under X this returns 2 if the rectangle is partially
+ clipped, and 1 if it is entirely inside the clip region.
+
+ </TD>
+</TR>
+</TABLE></CENTER>
+
+<H4><A NAME=fl_clip_box>int fl_clip_box(int x, int y, int w, int h, int &amp;X, int &amp;Y, int &amp;W,
+int &amp;H)</A></H4>
+
+<P>Intersect the rectangle <TT>x,y,w,h</TT> with the current
+clip region and returns the bounding box of the result in
+<TT>X,Y,W,H</TT>. Returns non-zero if the resulting rectangle is
+different than the original. This can be used to limit the
+necessary drawing to a rectangle. <TT>W</TT> and <TT>H</TT> are
+set to zero if the rectangle is completely outside the region.
+
+<H4><A NAME=fl_clip_region>void fl_clip_region(Fl_Region r)
+<BR>Fl_Region fl_clip_region()</A></H4>
+
+<P>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.
+
+<H3><A name="colors">Colors</A></H3>
+
+<P>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 <TT>Fl_Color</TT> enumeration type defines the
+standard colors and color cube for the first 256 colors. All of
+these are named with symbols in <A
+href="enumerations.html#colors"><TT>&lt;FL/Enumerations.H&gt;</TT></A>.
+
+<P>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 <A
+HREF="functions.html#fl_rgb_color"><TT>fl_rgb_color()</TT></A>
+function.
+
+<H4><A name="fl_color">void fl_color(Fl_Color)</A></H4>
+
+<P>Sets the color for all subsequent drawing operations.
+
+<P>For colormapped displays, a color cell will be allocated out
+of <TT>fl_colormap</TT> the first time you use a color. If the
+colormap fills up then a least-squares algorithm is used to find
+the closest color.</P>
+
+<H4>Fl_Color fl_color()</H4>
+
+<P>Returns the last <TT>fl_color()</TT> that was set. This can
+be used for state save/restore.
+
+<H4>void fl_color(uchar r, uchar g, uchar b)</H4>
+
+<P>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.
+
+<h3><A name="lines">Line Dashes and Thickness</a></h3>
+
+<P>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.
+
+<h4><A NAME="fl_line_style">void fl_line_style(int style, int width=0, char* dashes=0)</A></h4>
+
+<P>Set how to draw lines (the "pen"). If you change this it is your
+responsibility to set it back to the default with
+<tt>fl_line_style(0)</tt>.
+
+<CENTER><TABLE WIDTH="80%" BORDER="1" CELLPADDING="5" CELLSPACING="0" BGCOLOR="#cccccc">
+<TR>
+ <TD><B>Note:</B>
+
+ <P>Because of how line styles are implemented on WIN32
+ systems, you <I>must</I> set the line style <I>after</I>
+ setting the drawing color. If you set the color after
+ the line style you will lose the line style settings!
+
+ </TD>
+</TR>
+</TABLE></CENTER>
+
+<P><i>style</i> 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.
+
+<ul>
+
+ <li><tt>FL_SOLID&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; -------</tt>
+
+ <li><tt>FL_DASH&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; - - - -</tt>
+
+ <li><tt>FL_DOT&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; .......</tt>
+
+ <li><tt>FL_DASHDOT&nbsp;&nbsp;&nbsp; - . - .</tt>
+
+ <li><tt>FL_DASHDOTDOT - .. -</tt>
+
+ <li><tt>FL_CAP_FLAT</tt>
+
+ <li><tt>FL_CAP_ROUND</tt>
+
+ <li><tt>FL_CAP_SQUARE</tt> (extends past end point 1/2 line width)
+
+ <li><tt>FL_JOIN_MITER</tt> (pointed)
+
+ <li><tt>FL_JOIN_ROUND</tt>
+
+ <li><tt>FL_JOIN_BEVEL</tt> (flat)
+
+</ul>
+
+<P><i>width</i> 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.
+
+<!-- NEED 4in -->
+
+<P><i>dashes</i> 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 <TT>NULL</TT> pointer or a zero-length
+array results in a solid line. Odd array sizes are not supported and
+result in undefined behavior.
+
+<CENTER><TABLE WIDTH="80%" BORDER="1" CELLPADDING="5" CELLSPACING="0" BGCOLOR="#cccccc">
+<TR>
+ <TD><B>Note:</B>
+
+ <P>The dashes array does not work under Windows 95, 98,
+ or Me, since those operating systems do not support
+ complex line styles.
+
+ </TD>
+</TR>
+</TABLE></CENTER>
+
+<H3><A name="fast">Drawing Fast Shapes</A></H3>
+
+<P>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 <A
+href="#complex">transformation matrix</A>, so you should only
+call these while the matrix is set to the identity matrix (the
+default).
+
+<H4><A NAME=fl_point>void fl_point(int x, int y)</A></H4>
+
+<P>Draw a single pixel at the given coordinates.
+
+<H4><A NAME=fl_rectf>void fl_rectf(int x, int y, int w, int h)
+<BR>void fl_rectf(int x, int y, int w, int h)</A></H4>
+
+<P>Color a rectangle that exactly fills the given bounding box.
+
+<H4>void fl_rectf(int x, int y, int w, int h, uchar r, uchar g, uchar b)</H4>
+
+<P>Color a rectangle with &quot;exactly&quot; the passed
+<TT>r,g,b</TT> color. On screens with less than 24 bits of
+color this is done by drawing a solid-colored block using <A
+href="#fl_draw_image"><TT>fl_draw_image()</TT></A> so that
+the correct color shade is produced.
+
+<H4><A NAME=fl_rect>void fl_rect(int x, int y, int w, int h)
+<BR>void fl_rect(int x, int y, int w, int h, Fl_Color c)</A></H4>
+
+<P>Draw a 1-pixel border <I>inside</I> this bounding box.
+
+<H4><A NAME=fl_line>void fl_line(int x, int y, int x1, int y1)
+<BR>void fl_line(int x, int y, int x1, int y1, int x2, int y2)</A></H4>
+
+<P>Draw one or two lines between the given points.
+
+<H4><A NAME=fl_loop>void fl_loop(int x, int y, int x1, int y1, int x2, int y2)
+<BR>void fl_loop(int x, int y, int x1, int y1, int x2, int y2, int x3,
+int y3)</A></H4>
+
+<P>Outline a 3 or 4-sided polygon with lines.
+
+<H4><A NAME=fl_polygon>void fl_polygon(int x, int y, int x1, int y1, int x2, int y2)
+<BR>void fl_polygon(int x, int y, int x1, int y1, int x2, int y2, int
+x3, int y3)</A></H4>
+
+<P>Fill a 3 or 4-sided polygon. The polygon must be convex.
+
+<H4><A NAME=fl_xyline>void fl_xyline(int x, int y, int x1)
+<BR>void fl_xyline(int x, int y, int x1, int y2)
+<BR>void fl_xyline(int x, int y, int x1, int y2, int x3)</A></H4>
+
+<P>Draw horizontal and vertical lines. A horizontal line is
+drawn first, then a vertical, then a horizontal.
+
+<H4><A NAME=fl_yxline>void fl_yxline(int x, int y, int y1)
+<BR>void fl_yxline(int x, int y, int y1, int x2)
+<BR>void fl_yxline(int x, int y, int y1, int x2, int y3)</A></H4>
+
+<P>Draw vertical and horizontal lines. A vertical line is drawn
+first, then a horizontal, then a vertical.
+
+<H4><A NAME=fl_pie>void fl_arc(int x, int y, int w, int h, double a1, double a2)
+<BR>void fl_pie(int x, int y, int w, int h, double a1, double a2)</A></H4>
+
+<P>Draw ellipse sections using integer coordinates. These
+functions match the rather limited circle drawing code provided
+by X and WIN32. The advantage over using <A
+href="#fl_arc"><TT>fl_arc</TT></A> 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.
+
+<P>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, <TT>a2</TT>
+must be greater or equal to <TT>a1</TT>.</P>
+
+<P><TT>fl_arc()</TT> draws a series of lines to approximate the arc.
+Notice that the integer version of <TT>fl_arc()</TT> has a different
+number of arguments than the <A href="#fl_arc"><TT>fl_arc()</TT></A>
+function described later in this chapter.</P>
+
+<P><TT>fl_pie()</TT> draws a filled-in pie slice. This slice may
+extend outside the line drawn by <TT>fl_arc</TT>; to avoid this
+use <TT>w - 1</TT> and <TT>h - 1</TT>.</P>
+
+<h4><a name=fl_scroll>void fl_scroll(int X, int Y, int W, int H, int dx, int dy,
+void (*draw_area)(void*, int,int,int,int), void* data)</a></h4>
+
+<P>Scroll a rectangle and draw the newly exposed portions. The contents
+of the rectangular area is first shifted by <tt>dx</tt> and
+<tt>dy</tt> pixels. The callback is then called for every newly
+exposed rectangular area,
+
+<H3><A name="complex">Drawing Complex Shapes</A></H3>
+
+<P>The complex drawing functions let you draw arbitrary shapes
+with 2-D linear transformations. The functionality matches that
+found in the Adobe&reg; PostScript<SUP>TM</SUP> 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.
+
+<H4><A NAME=fl_push_matrix>void fl_push_matrix()
+<BR>void fl_pop_matrix()</A></H4>
+
+<P>Save and restore the current transformation. The maximum
+depth of the stack is 4.
+
+<H4><A NAME=fl_scale>void fl_scale(float x, float y)
+<BR>void fl_scale(float x)
+<BR>void fl_translate(float x, float y)
+<BR>void fl_rotate(float d)
+<BR>void fl_mult_matrix(float a, float b, float c, float d, float
+x, float y)</A></H4>
+
+<P>Concatenate another transformation onto the current one. The rotation
+angle is in degrees (not radians) and is counter-clockwise.
+
+<H4><A NAME=fl_transform>double fl_transform_x(double x, double y)
+<BR>double fl_transform_y(double x, double y)
+<BR>double fl_transform_dx(double x, double y)
+<BR>double fl_transform_dy(double x, double y)
+<BR>void fl_transformed_vertex(double xf, double yf)</A></H4>
+
+<P>Transform a coordinate or a distance trough the current transformation matrix.
+After transforming a coordinate pair, it can be added to the vertex
+list without any forther translations using <tt>fl_transformed_vertex</tt>.
+
+<H4><A NAME=fl_begin_points>void fl_begin_points()
+<BR>void fl_end_points()</A></H4>
+
+<P>Start and end drawing a list of points. Points are added to
+the list with <tt>fl_vertex</tt>.
+
+<H4><A NAME=fl_begin_line>void fl_begin_line()
+<BR>void fl_end_line()</A></H4>
+
+<P>Start and end drawing lines.
+
+<H4><A NAME=fl_begin_loop>void fl_begin_loop()
+<BR> void fl_end_loop()</A></H4>
+
+<P>Start and end drawing a closed sequence of lines.
+
+<H4><A NAME=fl_begin_polygon>void fl_begin_polygon()
+<BR>void fl_end_polygon()</A></H4>
+
+<P>Start and end drawing a convex filled polygon.
+
+<H4><A NAME=fl_begin_complex_polygon>void fl_begin_complex_polygon()
+<BR>void fl_gap()
+<BR>void fl_end_complex_polygon()</A></H4>
+
+<P>Start and end drawing a complex filled polygon. This polygon
+may be concave, may have holes in it, or may be several
+disconnected pieces. Call <TT>fl_gap()</TT> to seperate loops of
+the path. It is unnecessary but harmless to call
+<TT>fl_gap()</TT> before the first vertex, after the last one,
+or several times in a row.
+
+<CENTER><TABLE WIDTH="80%" BORDER="1" CELLPADDING="5" CELLSPACING="0" BGCOLOR="#cccccc">
+<TR>
+ <TD><B>Note:</B>
+
+ <P>For portability, you should only draw polygons that
+ appear the same whether &quot;even/odd&quot; or
+ &quot;non-zero&quot; winding rules are used to fill
+ them. Holes should be drawn in the opposite direction of
+ the outside loop.
+
+ </TD>
+</TR>
+</TABLE></CENTER>
+
+<P><TT>fl_gap()</TT> should only be called between <TT>
+fl_begin_complex_polygon()</TT> and
+<TT>fl_end_complex_polygon()</TT>. To outline the polygon, use
+<TT>fl_begin_loop()</TT> and replace each <TT>fl_gap()</TT> with
+<TT>fl_end_loop();fl_begin_loop()</TT>.</P>
+
+<H4><A NAME=fl_vertex>void fl_vertex(float x, float y)</A></H4>
+Add a single vertex to the current path.
+
+<H4><A NAME=fl_curve>void fl_curve(float x, float y, float x1, float y1, float x2, float
+y2, float x3, float y3)</A></H4>
+
+<P>Add a series of points on a Bezier curve to the path. The curve ends
+(and two of the points) are at <TT>x,y</TT> and <TT>x3,y3</TT>.
+
+<H4><A NAME="fl_arc">void fl_arc(float x, float y, float r, float start, float end)</A></H4>
+
+<P>Add a series of points to the current path on the arc of a
+circle; you can get elliptical paths by using scale and rotate
+before calling <TT>fl_arc()</TT>. <TT>x,y</TT> are the center of
+the circle, and <TT>r</TT> is its radius. <TT>fl_arc()</TT>
+takes <TT>start</TT> and <TT>end</TT> angles that are measured
+in degrees counter-clockwise from 3 o'clock. If <TT>end</TT> is
+less than <TT>start</TT> then it draws the arc in a clockwise
+direction.
+
+<H4><A NAME=fl_circle>void fl_circle(float x, float y, float r)</A></H4>
+
+<P><TT>fl_circle()</TT> is equivalent to <TT>fl_arc(...,0,360)</TT> but
+may be faster. It must be the <I>only</I> thing in the path: if you
+want a circle as part of a complex polygon you must use <TT>fl_arc()</TT>.
+
+<CENTER><TABLE WIDTH="80%" BORDER="1" CELLPADDING="5" CELLSPACING="0" BGCOLOR="#cccccc">
+<TR>
+ <TD><B>Note:</B>
+
+ <P><TT>fl_circle()</TT> draws incorrectly if the
+ transformation is both rotated and non-square scaled.
+
+ </TD>
+</TR>
+</TABLE></CENTER>
+
+<H3><A name="text">Drawing Text</A></H3>
+
+<P>All text is drawn in the <A href="#fl_font">current font</A>.
+It is undefined whether this location or the characters are
+modified by the current transformation.
+
+<H4><A NAME=fl_draw>void fl_draw(const char *, int x, int y)
+<BR>void fl_draw(const char *, int n, int x, int y)</A></H4>
+
+<P>Draw a nul-terminated string or an array of <TT>n</TT> characters
+starting at the given location. Text is aligned to the left and to
+the baseline of the font. To align to the bottom, subtract fl_descent() from
+<i>y</i>. To align to the top, subtract fl_descent() and add fl_height().
+This version of fl_draw provides direct access to
+the text drawing function of the underlying OS. It does not apply any
+special handling to control characters.
+
+<H4>void fl_draw(const char *, int x, int y, int w, int h,
+Fl_Align align, Fl_Image *img = 0, int draw_symbols = 1)</H4>
+
+<P>Fancy string drawing function which is used to draw all the
+labels. The string is formatted and aligned inside the passed
+box. Handles '\t' and '\n', expands all other control
+characters to ^X, and aligns inside or against the edges of the
+box described by <i>x</i>, <i>y</i>, <i>w</i> and <i>h</i>. See <A
+href="Fl_Widget.html#Fl_Widget.align"><TT>Fl_Widget::align()</TT></A>
+for values for <TT>align</TT>. The value
+<TT>FL_ALIGN_INSIDE</TT> is ignored, as this function always
+prints inside the box.
+
+<P>If <TT>img</TT> is provided and is not <TT>NULL</TT>, the
+image is drawn above or below the text as specified by the
+<TT>align</TT> value.
+
+<P>The <TT>draw_symbols</TT> argument specifies whether or not
+to look for symbol names starting with the "@" character.
+
+<P>The text length is limited to 1024 caracters per line.
+
+<H4><A NAME=fl_measure>void fl_measure(const char *, int &amp;w,
+int &amp;h, int draw_symbols = 1)</A></H4>
+
+<P>Measure how wide and tall the string will be when printed by
+the <TT>fl_draw(...align)</TT> function. If the incoming
+<TT>w</TT> is non-zero it will wrap to that width.
+
+<H4><A NAME=fl_height>int fl_height()</A></H4>
+
+<P>Recommended minimum line spacing for the current font. You
+can also just use the value of <TT>size</TT> passed to <A
+href=#fl_font><TT>fl_font()</TT></A>.
+
+<H4><A NAME=fl_descent>int fl_descent()</A></H4>
+
+<P>Recommended distance above the bottom of a
+<TT>fl_height()</TT> tall box to draw the text at so it looks
+centered vertically in that box.
+
+<H4><A NAME=fl_width>float fl_width(const char*)
+<BR>float fl_width(const char*, int n)
+<BR>float fl_width(uchar)</A></H4>
+
+<P>Return the pixel width of a nul-terminated string, a sequence of <TT>n</TT>
+characters, or a single character in the current font.
+
+<H4><A NAME=fl_shortcut_label>const char *fl_shortcut_label(ulong)</A></H4>
+
+<P>Unparse a shortcut value as used by <A
+href="Fl_Button.html#Fl_Button.shortcut"><TT>Fl_Button</TT></A>
+or <A
+href="Fl_Menu_Item.html#Fl_Menu_Item"><TT>Fl_Menu_Item</TT></A>
+into a human-readable string like &quot;Alt+N&quot;. This only
+works if the shortcut is a character key or a numbered function
+key. If the shortcut is zero an empty string is returned. The
+return value points at a static buffer that is overwritten with
+each call.
+
+<H3><A name="fonts">Fonts</A></H3>
+
+<P>FLTK supports a set of standard fonts based on the Times,
+Helvetica/Arial, Courier, and Symbol typefaces, as well as
+custom fonts that your application may load. Each font is
+accessed by an index into a font table.
+
+<P>Initially only the first 16 faces are filled in. There are
+symbolic names for them: <TT>FL_HELVETICA</TT>,
+<TT>FL_TIMES</TT>, <TT>FL_COURIER</TT>, and modifier values
+<TT>FL_BOLD</TT> and <TT>FL_ITALIC</TT> which can be added to
+these, and <TT>FL_SYMBOL</TT> and <TT>FL_ZAPF_DINGBATS</TT>.
+Faces greater than 255 cannot be used in <TT>Fl_Widget</TT>
+labels, since <TT>Fl_Widget</TT> stores the index as a byte.</P>
+
+<H4><A name="fl_font">void fl_font(int face, int size)</A></H4>
+
+<P>Set the current font, which is then used by the routines
+described above. You may call this outside a draw context if
+necessary to call <TT>fl_width()</TT>, but on X this will open
+the display.
+
+<P>The font is identified by a <TT>face</TT> and a
+<TT>size</TT>. The size of the font is measured in
+<TT>pixels</TT> and not "points". Lines should be spaced
+<TT>size</TT> pixels apart or more.</P>
+
+<H4><A NAME=fl_size>int fl_font()
+<BR>int fl_size()</A></H4>
+
+<P>Returns the face and size set by the most recent call to
+<TT>fl_font(a,b)</TT>. This can be used to save/restore the
+font.
+
+<H3><A NAME=character_encoding>Character Encoding</A></H3>
+
+<P>FLTK 1 supports western character sets using the eight bit encoding
+of the user-selected global code page. For MS Windows and X11, the code
+page is assumed to be Windows-1252/Latin1, a superset to ISO 8859-1.
+On Mac OS X, we assume MacRoman.
+
+<P>FLTK provides the functions <tt>fl_latin1_to_local</tt>,
+<tt>fl_local_to_latin1</tt>, <tt>fl_mac_roman_to_local</tt>, and
+<tt>fl_local_to_mac_roman</tt> to convert strings between both
+encodings. These functions are only required if your source
+code contains "C"-strings with international characters and
+if this source will be compiled on multiple platforms.
+
+<P>Assuming that the following source code was written on MS Windows,
+this example will output the correct label on OS X and X11 as well.
+Without the conversion call, the label on OS X would read
+<tt>Fahrvergn&cedil;gen</tt> with a deformed umlaut u.
+<PRE>
+ btn = new Fl_Button(10, 10, 300, 25);
+ btn-&gt;copy_label(fl_latin1_to_local("Fahrvergn&uuml;gen"));
+</PRE>
+
+<P>If your application uses characters that are not part of both
+encodings, or it will be used in areas that commonly use different
+code pages, yoou might consider upgrading to FLTK 2 which supports
+UTF-8 encoding.
+
+<H3><A name="overlay">Drawing Overlays</A></H3>
+
+<P>These functions allow you to draw interactive selection rectangles
+without using the overlay hardware. FLTK will XOR a single rectangle
+outline over a window.
+
+<H4>void fl_overlay_rect(int x, int y, int w, int h);
+<BR>void fl_overlay_clear();</H4>
+
+<P><TT>fl_overlay_rect()</TT> draws a selection rectangle, erasing any
+previous rectangle by XOR'ing it first. <TT>fl_overlay_clear()</TT>
+will erase the rectangle without drawing a new one.
+
+<P>Using these functions is tricky. You should make a widget
+with both a <TT>handle()</TT> and <TT>draw()</TT> method.
+<TT>draw()</TT> should call <TT>fl_overlay_clear()</TT> before
+doing anything else. Your <TT>handle()</TT> method should call
+<TT>window()-&gt;make_current()</TT> and then
+<TT>fl_overlay_rect()</TT> after <TT>FL_DRAG</TT> events, and
+should call <TT>fl_overlay_clear()</TT> after a
+<TT>FL_RELEASE</TT> event.</P>
+
+<H2><A name="images">Drawing Images</A></H2>
+
+<P>To draw images, you can either do it directly from data in
+your memory, or you can create a <A
+href="#Fl_Image"><TT>Fl_Image</TT></A> object. The advantage of
+drawing directly is that it is more intuitive, and it is faster
+if the image data changes more often than it is redrawn. The
+advantage of using the object is that FLTK will cache translated
+forms of the image (on X it uses a server pixmap) and thus
+redrawing is <I>much</I> faster.
+
+<H3>Direct Image Drawing</H3>
+
+<P>The behavior when drawing images when the current
+transformation matrix is not the identity is not defined, so you
+should only draw images when the matrix is set to the identity.
+
+<H4><A NAME="fl_draw_image">void fl_draw_image(const uchar *, int X, int Y, int W, int H, int D
+= 3, int LD = 0)
+<BR>void fl_draw_image_mono(const uchar *, int X, int Y, int W, int H,
+int D = 1, int LD = 0)</A></H4>
+
+<P>Draw an 8-bit per color RGB or luminance image. The pointer
+points at the &quot;r&quot; data of the top-left pixel. Color
+data must be in <TT>r,g,b</TT> order. <TT>X,Y</TT> are where to
+put the top-left corner. <TT>W</TT> and <TT>H</TT> define the
+size of the image. <TT>D</TT> is the delta to add to the pointer
+between pixels, it may be any value greater or equal to
+<TT>3</TT>, or it can be negative to flip the image
+horizontally. <TT>LD</TT> is the delta to add to the pointer
+between lines (if 0 is passed it uses <TT>W * D</TT>), and may
+be larger than <TT>W * D</TT> to crop data, or negative to flip
+the image vertically.
+
+<P>It is highly recommended that you put the following code before the
+first <TT>show()</TT> of <I>any</I> window in your program to get rid
+of the dithering if possible: </P>
+
+<UL><PRE>
+Fl::visual(FL_RGB);
+</PRE></UL>
+
+<P>Gray scale (1-channel) images may be drawn. This is done if
+<TT>abs(D)</TT> is less than 3, or by calling
+<TT>fl_draw_image_mono()</TT>. Only one 8-bit sample is used for
+each pixel, and on screens with different numbers of bits for
+red, green, and blue only gray colors are used. Setting
+<TT>D</TT> greater than 1 will let you display one channel of a
+color image.
+
+<CENTER><TABLE WIDTH="80%" BORDER="1" CELLPADDING="5" CELLSPACING="0" BGCOLOR="#cccccc">
+<TR>
+ <TD><B>Note:</B>
+
+ <P>The X version does not support all possible visuals.
+ If FLTK cannot draw the image in the current visual it
+ will abort. FLTK supports any visual of 8 bits or less,
+ and all common TrueColor visuals up to 32 bits.</P>
+
+ </TD>
+</TR>
+</TABLE></CENTER>
+
+<H4>typedef void (*fl_draw_image_cb)(void *, int x, int y, int w, uchar
+*)
+<BR>void fl_draw_image(fl_draw_image_cb, void *, int X, int Y, int W,
+int H, int D = 3)
+<BR>void fl_draw_image_mono(fl_draw_image_cb, void *, int X, int Y,
+int W, int H, int D = 1)</H4>
+
+<P>Call the passed function to provide each scan line of the
+image. This lets you generate the image as it is being drawn,
+or do arbitrary decompression of stored data, provided it can be
+decompressed to individual scan lines easily.
+
+<P>The callback is called with the <TT>void *</TT> user data
+pointer which can be used to point at a structure of information
+about the image, and the <TT>x</TT>, <TT>y</TT>, and <TT>w</TT>
+of the scan line desired from the image. 0,0 is the upper-left
+corner of the image, <I>not <TT>X,Y</TT></I>. A pointer to a
+buffer to put the data into is passed. You must copy <TT>w</TT>
+pixels from scanline <TT>y</TT>, starting at pixel <TT>x</TT>,
+to this buffer.</P>
+
+<P>Due to cropping, less than the whole image may be requested.
+So <TT>x</TT> may be greater than zero, the first <TT>y</TT> may
+be greater than zero, and <TT>w</TT> may be less than
+<TT>W</TT>. The buffer is long enough to store the entire <TT>W
+* D</TT> pixels, this is for convenience with some decompression
+schemes where you must decompress the entire line at once:
+decompress it into the buffer, and then if <TT>x</TT> is not
+zero, copy the data over so the <TT>x</TT>'th pixel is at the
+start of the buffer.</P>
+
+<P>You can assume the <TT>y</TT>'s will be consecutive, except
+the first one may be greater than zero.</P>
+
+<P>If <TT>D</TT> is 4 or more, you must fill in the unused bytes
+with zero.</P>
+
+<H4><A NAME=fl_draw_pixmap>int fl_draw_pixmap(char **data, int X, int Y, Fl_Color = FL_GRAY)</A></H4>
+
+<P>Draws XPM image data, with the top-left corner at the given position.
+The image is dithered on 8-bit displays so you won't lose color space
+for programs displaying both images and pixmaps. This function returns
+zero if there was any error decoding the XPM data.
+
+<P>To use an XPM, do:</P>
+
+<UL><PRE>
+#include &quot;foo.xpm&quot;
+...
+fl_draw_pixmap(foo, X, Y);
+</PRE></UL>
+
+<P>Transparent colors are replaced by the optional
+<TT>Fl_Color</TT> argument. To draw with true transparency you must
+use the <A HREF="Fl_Pixmap.html"><TT>Fl_Pixmap</TT></A> class.
+
+<H4><A NAME=fl_measure_pixmap>int fl_measure_pixmap(char **data, int &amp;w, int &amp;h)</A></H4>
+
+<P>An XPM image contains the dimensions in its data. This
+function finds and returns the width and height. The return
+value is non-zero if the dimensions were parsed ok and zero if
+there was any problem.
+
+<H3>Direct Image Reading</H3>
+
+<p>FLTK provides a single function for reading from the current
+window or off-screen buffer into a RGB(A) image buffer.</p>
+
+<H4><A NAME="fl_read_image">uchar *fl_read_image(uchar *p, int
+X, int Y, int W, int H, int alpha = 0);</A></H4>
+
+<p>Read a RGB(A) image from the current window or off-screen
+buffer. The <tt>p</tt> argument points to a buffer that can hold
+the image and must be at least <tt>W*H*3</tt> bytes when reading
+RGB images and <tt>W*H*4</tt> bytes when reading RGBA images. If
+<tt>NULL</tt>, <tt>fl_read_image()</tt> will create an array of
+the proper size which can be freed using <tt>delete[]</tt>.</p>
+
+<p>The <tt>alpha</tt> parameter controls whether an alpha
+channel is created and the value that is placed in the alpha
+channel. If 0, no alpha channel is generated.</p>
+
+<H3><A name="Fl_Image">Image Classes</A></H3>
+
+<P>FLTK provides a base image class called <A
+HREF="Fl_Image.html"><TT>Fl_Image</TT></A> which supports
+creating, copying, and drawing images of various kinds, along
+with some basic color operations. Images can be used as labels
+for widgets using the <A
+HREF="Fl_Widget.html#Fl_Widget.image"><TT>image()</TT></A> and
+<A
+HREF="Fl_Widget.html#Fl_Widget.deimage"><TT>deimage()</TT></A>
+methods or drawn directly.
+
+<P>The <TT>Fl_Image</TT> class
+does almost nothing by itself, but is instead supported by three
+basic image types:
+
+<UL>
+
+ <LI><A HREF="Fl_Bitmap.html"><TT>Fl_Bitmap</TT></A></LI>
+
+ <LI><A HREF="Fl_Pixmap.html"><TT>Fl_Pixmap</TT></A></LI>
+
+ <LI><A HREF="Fl_RGB_Image.html"><TT>Fl_RGB_Image</TT></A></LI>
+
+</UL>
+
+<P>The <TT>Fl_Bitmap</TT> class encapsulates a mono-color bitmap image.
+The <TT>draw()</TT> method draws the image using the current drawing
+color.
+
+<P>The <TT>Fl_Pixmap</TT> class encapsulates a colormapped image.
+The <TT>draw()</TT> method draws the image using the colors in the
+file, and masks off any transparent colors automatically.
+
+<P>The <TT>Fl_RGB_Image</TT> 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 <TT>draw()</TT> 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.
+
+<H4><A NAME=fl_can_do_alpha_blending>char fl_can_do_alpha_blending()</A></H4>
+
+<P><TT>fl_can_do_alpha_blending()</TT> will return 1, if your
+platform supports true alpha blending for RGBA images, or 0,
+if FLTK will use screen door transparency.
+
+<P>FLTK also provides several image classes based on the three
+standard image types for common file formats:
+
+<UL>
+
+ <LI><A HREF="Fl_GIF_Image.html"><TT>Fl_GIF_Image</TT></A></LI>
+
+ <LI><A HREF="Fl_JPEG_Image.html"><TT>Fl_JPEG_Image</TT></A></LI>
+
+ <LI><A HREF="Fl_PNG_Image.html"><TT>Fl_PNG_Image</TT></A></LI>
+
+ <LI><A HREF="Fl_PNM_Image.html"><TT>Fl_PNM_Image</TT></A></LI>
+
+ <LI><A HREF="Fl_XBM_Image.html"><TT>Fl_XBM_Image</TT></A></LI>
+
+ <LI><A HREF="Fl_XPM_Image.html"><TT>Fl_XPM_Image</TT></A></LI>
+
+</UL>
+
+<P>Each of these image classes load a named file of the
+corresponding format. The <A
+HREF="Fl_Shared_Image.html"><TT>Fl_Shared_Image</TT></A> class
+can be used to load any type of image file - the class examines
+the file and constructs an image of the appropriate type.
+
+<P>Finally, FLTK provides a special image class called <A
+HREF="Fl_Tiled_Image.html"><TT>Fl_Tiled_Image</TT></A> to tile
+another image object in the specified area. This class can be
+used to tile a background image in a <TT>Fl_Group</TT> widget,
+for example.
+
+<H4>virtual void copy();<BR>
+virtual void copy(int w, int h);</H4>
+
+<P>The <TT>copy()</TT> 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.
+
+<H4>void draw(int x, int y, int w, int h, int ox = 0, int oy = 0);</H4>
+
+<P>The <TT>draw()</TT> method draws the image object.
+<TT>x,y,w,h</TT> indicates a destination rectangle.
+<TT>ox,oy,w,h</TT> is a source rectangle. This source rectangle
+is copied to the destination. The source rectangle may extend
+outside the image, i.e. <TT>ox</TT> and <TT>oy</TT> may be
+negative and <TT>w</TT> and <TT>h</TT> may be bigger than the
+image, and this area is left unchanged.
+
+<H4>void draw(int x, int y)</H4>
+
+<P>Draws the image with the upper-left corner at <TT>x,y</TT>.
+This is the same as doing <TT>draw(x,y,img-&gt;w(),img-&gt;h(),0,0)</TT>.
+
+<h3><A NAME=offscreen>Offscreen Drawing</A></h3>
+
+Sometimes it can be very useful to generate a complex drawing
+in memory first and copy it to the screen at a later point in
+time. This technique can significantly reduce the amount of
+repeated drawing. <tt>Fl_Double_Window</tt> uses offscreen rendering
+to avoid flickering on systems that don't support
+double-buffering natively.
+
+<H4><A NAME=fl_create_offscreen>Fl_Offscreen fl_create_offscreen(int w, int h)</A></H4>
+
+<P>Create an RGB offscreen buffer with <tt>w*h</tt> pixels.
+
+<H4><A NAME=fl_delete_offscreen>void fl_delete_offscreen(Fl_Offscreen)</A></H4>
+
+<P>Delete a previously created offscreen buffer. All drawings are lost.
+
+<H4><A NAME=fl_begin_offscreen>void fl_begin_offscreen(Fl_Offscreen)</A></H4>
+
+<P>Send all subsequent drawing commands to this offscreen buffer.
+FLTK can draw into a buffer at any time. There is no need to wait for
+an Fl_Widget::draw() to occur.
+
+<H4><A NAME=fl_end_offscreen>void fl_end_offscreen()</A></H4>
+
+<P>Quit sending drawing commands to this offscreen buffer.
+
+<H4><A NAME=fl_copy_offscreen>void fl_copy_offscreen(int x, int y,
+int w, int h, Fl_Offscreen osrc, int srcx, int srcy)</A></H4>
+
+<P>Copy a rectangular area of the size <tt>w*h</tt> from <tt>srcx, srcy</tt> in the offscreen
+buffer into the current buffer at <tt>x, y</tt>.
+
+*/
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
+
+<P>This chapter takes you through the design of a simple
+FLTK-based text editor.
+
+<H2>Determining the Goals of the Text Editor</H2>
+
+<P>Since this will be the first big project you'll be doing with FLTK,
+lets define what we want our text editor to do:
+
+<OL>
+
+ <LI>Provide a menubar/menus for all functions.</LI>
+ <LI>Edit a single text file, possibly with multiple views.</LI>
+ <LI>Load from a file.</LI>
+ <LI>Save to a file.</LI>
+ <LI>Cut/copy/delete/paste functions.</LI>
+ <LI>Search and replace functions.</LI>
+ <LI>Keep track of when the file has been changed.</LI>
+
+</OL>
+
+<!-- NEED 4in -->
+
+<H2>Designing the Main Window</H2>
+
+<P>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 <TT>EditorWindow</TT>:
+
+<UL><PRE>
+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];
+};
+</PRE></UL>
+
+<H2>Variables</H2>
+
+<P>Our text editor will need some global variables to keep track of
+things:
+
+<UL><PRE>
+int changed = 0;
+char filename[256] = &quot;&quot;;
+Fl_Text_Buffer *textbuf;
+</PRE></UL>
+
+<P>The <TT>textbuf</TT> variable is the text editor buffer for
+our window class described previously. We'll cover the other
+variables as we build the application.</P>
+
+<H2>Menubars and Menus</H2>
+
+<P>The first goal requires us to use a menubar and menus that
+define each function the editor needs to perform. The <A
+href="Fl_Menu_Item.html"><TT>Fl_Menu_Item</TT></A> structure is
+used to define the menus and items in a menubar:</P>
+
+<UL><PRE>
+Fl_Menu_Item menuitems[] = {
+ { "&amp;File", 0, 0, 0, FL_SUBMENU },
+ { "&amp;New File", 0, (Fl_Callback *)new_cb },
+ { "&amp;Open File...", FL_CTRL + 'o', (Fl_Callback *)open_cb },
+ { "&amp;Insert File...", FL_CTRL + 'i', (Fl_Callback *)insert_cb, 0, FL_MENU_DIVIDER },
+ { "&amp;Save File", FL_CTRL + 's', (Fl_Callback *)save_cb },
+ { "Save File &amp;As...", FL_CTRL + FL_SHIFT + 's', (Fl_Callback *)saveas_cb, 0, FL_MENU_DIVIDER },
+ { "New &amp;View", FL_ALT + 'v', (Fl_Callback *)view_cb, 0 },
+ { "&amp;Close View", FL_CTRL + 'w', (Fl_Callback *)close_cb, 0, FL_MENU_DIVIDER },
+ { "E&amp;xit", FL_CTRL + 'q', (Fl_Callback *)quit_cb, 0 },
+ { 0 },
+
+ { "&amp;Edit", 0, 0, 0, FL_SUBMENU },
+ { "&amp;Undo", FL_CTRL + 'z', (Fl_Callback *)undo_cb, 0, FL_MENU_DIVIDER },
+ { "Cu&amp;t", FL_CTRL + 'x', (Fl_Callback *)cut_cb },
+ { "&amp;Copy", FL_CTRL + 'c', (Fl_Callback *)copy_cb },
+ { "&amp;Paste", FL_CTRL + 'v', (Fl_Callback *)paste_cb },
+ { "&amp;Delete", 0, (Fl_Callback *)delete_cb },
+ { 0 },
+
+ { "&amp;Search", 0, 0, 0, FL_SUBMENU },
+ { "&amp;Find...", FL_CTRL + 'f', (Fl_Callback *)find_cb },
+ { "F&amp;ind Again", FL_CTRL + 'g', find2_cb },
+ { "&amp;Replace...", FL_CTRL + 'r', replace_cb },
+ { "Re&amp;place Again", FL_CTRL + 't', replace2_cb },
+ { 0 },
+
+ { 0 }
+};
+</PRE></UL>
+
+<P>Once we have the menus defined we can create the
+<TT>Fl_Menu_Bar</TT> widget and assign the menus to it with:</P>
+
+<UL><PRE>
+Fl_Menu_Bar *m = new Fl_Menu_Bar(0, 0, 640, 30);
+m-&gt;copy(menuitems);
+</PRE></UL>
+
+<P>We'll define the callback functions later.
+
+<H2>Editing the Text</H2>
+
+<P>To keep things simple our text editor will use the
+<A HREF="Fl_Text_Editor.html"><TT>Fl_Text_Editor</TT></A>
+widget to edit the text:
+
+<UL><PRE>
+w-&gt;editor = new Fl_Text_Editor(0, 30, 640, 370);
+w-&gt;editor-&gt;buffer(textbuf);
+</PRE></UL>
+
+<P>So that we can keep track of changes to the file, we also want to add
+a &quot;modify&quot; callback:</P>
+
+<UL><PRE>
+textbuf-&gt;add_modify_callback(changed_cb, w);
+textbuf-&gt;call_modify_callbacks();
+</PRE></UL>
+
+<P>Finally, we want to use a mono-spaced font like <TT>FL_COURIER</TT>:
+
+<UL><PRE>
+w-&gt;editor-&gt;textfont(FL_COURIER);
+</PRE></UL>
+
+<H2>The Replace Dialog</H2>
+
+<P>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
+&quot;find&quot; string, a &quot;replace&quot; string, and
+&quot;replace all&quot;, &quot;replace next&quot;, and
+&quot;cancel&quot; buttons. The strings are just
+<TT>Fl_Input</TT> widgets, the &quot;replace all&quot; and
+&quot;cancel&quot; buttons are <TT>Fl_Button</TT> widgets, and
+the &quot;replace next &quot; button is a
+<TT>Fl_Return_Button</TT> widget:</P>
+
+<P ALIGN="CENTER"><IMG src="editor-replace.gif" ALT="The search and replace dialog."><BR>
+<I>Figure 4-1: The search and replace dialog.</I></P>
+
+<UL><PRE>
+Fl_Window *replace_dlg = new Fl_Window(300, 105, &quot;Replace&quot;);
+Fl_Input *replace_find = new Fl_Input(70, 10, 200, 25, &quot;Find:&quot;);
+Fl_Input *replace_with = new Fl_Input(70, 40, 200, 25, &quot;Replace:&quot;);
+Fl_Button *replace_all = new Fl_Button(10, 70, 90, 25, &quot;Replace All&quot;);
+Fl_Button *replace_next = new Fl_Button(105, 70, 120, 25, &quot;Replace Next&quot;);
+Fl_Button *replace_cancel = new Fl_Button(230, 70, 60, 25, &quot;Cancel&quot;);
+</PRE></UL>
+
+<H2>Callbacks</H2>
+
+<P>Now that we've defined the GUI components of our editor, we
+need to define our callback functions.</P>
+
+<H3>changed_cb()</H3>
+
+<P>This function will be called whenever the user changes any text in the
+<TT>editor</TT> widget:
+
+<UL><PRE>
+void changed_cb(int, int nInserted, int nDeleted,int, const char*, void* v) {
+ if ((nInserted || nDeleted) &amp;&amp; !loading) changed = 1;
+ EditorWindow *w = (EditorWindow *)v;
+ set_title(w);
+ if (loading) w-&gt;editor-&gt;show_insert_position();
+}
+</PRE></UL>
+
+<P>The <TT>set_title()</TT> 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.
+
+<H3>copy_cb()</H3>
+
+<P>This callback function will call <A
+href="Fl_Text_Editor.html#Fl_Text_Editor.kf_copy"><TT>kf_copy()</TT></A>
+to copy the currently selected text to the clipboard:</P>
+
+<UL><PRE>
+void copy_cb(Fl_Widget*, void* v) {
+ EditorWindow* e = (EditorWindow*)v;
+ Fl_Text_Editor::kf_copy(0, e-&gt;editor);
+}
+</PRE></UL>
+
+<H3>cut_cb()</H3>
+
+<P>This callback function will call <A
+href="Fl_Text_Editor.html#Fl_Text_Editor.kf_cut"><TT>kf_cut()</TT></A>
+to cut the currently selected text to the clipboard:</P>
+
+<UL><PRE>
+void cut_cb(Fl_Widget*, void* v) {
+ EditorWindow* e = (EditorWindow*)v;
+ Fl_Text_Editor::kf_cut(0, e-&gt;editor);
+}
+</PRE></UL>
+
+<H3>delete_cb()</H3>
+
+<P>This callback function will call <A
+href="Fl_Text_Buffer.html#Fl_Text_Buffer.remove_selection"><TT>remove_selection()</TT></A>
+to delete the currently selected text to the clipboard:</P>
+
+<UL><PRE>
+void delete_cb(Fl_Widget*, void* v) {
+ textbuf-&gt;remove_selection();
+}
+</PRE></UL>
+
+<H3>find_cb()</H3>
+
+<P>This callback function asks for a search string using the <A
+href="functions.html#fl_input2"><TT>fl_input()</TT></A>
+convenience function and then calls the <TT>find2_cb()</TT>
+function to find the string:
+
+<UL><PRE>
+void find_cb(Fl_Widget* w, void* v) {
+ EditorWindow* e = (EditorWindow*)v;
+ const char *val;
+
+ val = fl_input("Search String:", e-&gt;search);
+ if (val != NULL) {
+ // User entered a string - go find it!
+ strcpy(e-&gt;search, val);
+ find2_cb(w, v);
+ }
+</PRE></UL>
+
+<H3>find2_cb()</H3>
+
+<P>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:
+
+<UL><PRE>
+void find2_cb(Fl_Widget* w, void* v) {
+ EditorWindow* e = (EditorWindow*)v;
+ if (e-&gt;search[0] == '\0') {
+ // Search string is blank; get a new one...
+ find_cb(w, v);
+ return;
+ }
+
+ int pos = e-&gt;editor-&gt;insert_position();
+ int found = textbuf-&gt;search_forward(pos, e-&gt;search, &amp;pos);
+ if (found) {
+ // Found a match; select and update the position...
+ textbuf-&gt;select(pos, pos+strlen(e-&gt;search));
+ e-&gt;editor-&gt;insert_position(pos+strlen(e-&gt;search));
+ e-&gt;editor-&gt;show_insert_position();
+ }
+ else fl_alert("No occurrences of \'%s\' found!", e-&gt;search);
+}
+</PRE></UL>
+
+<P>If the search string cannot be found we use the <A
+href="functions.html#fl_alert"><TT>fl_alert()</TT></A>
+convenience function to display a message to that effect.
+
+<H3>new_cb()</H3>
+<P>This callback function will clear the editor widget and current
+filename. It also calls the <TT>check_save()</TT> function to give the
+user the opportunity to save the current file first as needed:
+
+<UL><PRE>
+void new_cb(Fl_Widget*, void*) {
+ if (!check_save()) return;
+
+ filename[0] = '\0';
+ textbuf-&gt;select(0, textbuf-&gt;length());
+ textbuf-&gt;remove_selection();
+ changed = 0;
+ textbuf-&gt;call_modify_callbacks();
+}
+</PRE></UL>
+
+<H3>open_cb()</H3>
+
+<P>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 <TT>check_save()</TT> function to give the user the
+opportunity to save the current file first as needed:
+
+<UL><PRE>
+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);
+}
+</PRE></UL>
+
+<P>We call the <TT>load_file()</TT> function to actually load the file.
+
+<H3>paste_cb()</H3>
+
+<P>This callback function will call <A
+href="Fl_Text_Editor.html#Fl_Text_Editor.kf_paste"><TT>kf_paste()</TT></A>
+to paste the clipboard at the current position:</P>
+
+<UL><PRE>
+void paste_cb(Fl_Widget*, void* v) {
+ EditorWindow* e = (EditorWindow*)v;
+ Fl_Text_Editor::kf_paste(0, e-&gt;editor);
+}
+</PRE></UL>
+
+<H3>quit_cb()</H3>
+
+<P>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:
+
+<UL><PRE>
+void quit_cb(Fl_Widget*, void*) {
+ if (changed &amp;&amp; !check_save())
+ return;
+
+ exit(0);
+}
+</PRE></UL>
+
+<H3>replace_cb()</H3>
+
+<P>The replace callback just shows the replace dialog:
+
+<UL><PRE>
+void replace_cb(Fl_Widget*, void* v) {
+ EditorWindow* e = (EditorWindow*)v;
+ e-&gt;replace_dlg-&gt;show();
+}
+</PRE></UL>
+
+<H3>replace2_cb()</H3>
+
+<P>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:
+
+<UL><PRE>
+void replace2_cb(Fl_Widget*, void* v) {
+ EditorWindow* e = (EditorWindow*)v;
+ const char *find = e-&gt;replace_find-&gt;value();
+ const char *replace = e-&gt;replace_with-&gt;value();
+
+ if (find[0] == '\0') {
+ // Search string is blank; get a new one...
+ e-&gt;replace_dlg-&gt;show();
+ return;
+ }
+
+ e-&gt;replace_dlg-&gt;hide();
+
+ int pos = e-&gt;editor-&gt;insert_position();
+ int found = textbuf-&gt;search_forward(pos, find, &amp;pos);
+
+ if (found) {
+ // Found a match; update the position and replace text...
+ textbuf-&gt;select(pos, pos+strlen(find));
+ textbuf-&gt;remove_selection();
+ textbuf-&gt;insert(pos, replace);
+ textbuf-&gt;select(pos, pos+strlen(replace));
+ e-&gt;editor-&gt;insert_position(pos+strlen(replace));
+ e-&gt;editor-&gt;show_insert_position();
+ }
+ else fl_alert(&quot;No occurrences of \'%s\' found!&quot;, find);
+}
+</PRE></UL>
+
+<H3>replall_cb()</H3>
+
+<P>This callback will replace all occurences of the search
+string in the file:
+
+<UL><PRE>
+void replall_cb(Fl_Widget*, void* v) {
+ EditorWindow* e = (EditorWindow*)v;
+ const char *find = e-&gt;replace_find-&gt;value();
+ const char *replace = e-&gt;replace_with-&gt;value();
+
+ find = e-&gt;replace_find-&gt;value();
+ if (find[0] == '\0') {
+ // Search string is blank; get a new one...
+ e-&gt;replace_dlg-&gt;show();
+ return;
+ }
+
+ e-&gt;replace_dlg-&gt;hide();
+
+ e-&gt;editor-&gt;insert_position(0);
+ int times = 0;
+
+ // Loop through the whole string
+ for (int found = 1; found;) {
+ int pos = e-&gt;editor-&gt;insert_position();
+ found = textbuf-&gt;search_forward(pos, find, &amp;pos);
+
+ if (found) {
+ // Found a match; update the position and replace text...
+ textbuf-&gt;select(pos, pos+strlen(find));
+ textbuf-&gt;remove_selection();
+ textbuf-&gt;insert(pos, replace);
+ e-&gt;editor-&gt;insert_position(pos+strlen(replace));
+ e-&gt;editor-&gt;show_insert_position();
+ times++;
+ }
+ }
+
+ if (times) fl_message(&quot;Replaced %d occurrences.&quot;, times);
+ else fl_alert(&quot;No occurrences of \'%s\' found!&quot;, find);
+}
+</PRE></UL>
+
+<H3>replcan_cb()</H3>
+
+<P>This callback just hides the replace dialog:
+
+<UL><PRE>
+void replcan_cb(Fl_Widget*, void* v) {
+ EditorWindow* e = (EditorWindow*)v;
+ e-&gt;replace_dlg-&gt;hide();
+}
+</PRE></UL>
+
+<H3>save_cb()</H3>
+
+<P>This callback saves the current file. If the current filename is
+blank it calls the &quot;save as&quot; callback:
+
+<UL><PRE>
+void save_cb(void) {
+ if (filename[0] == '\0') {
+ // No filename - get one!
+ saveas_cb();
+ return;
+ }
+ else save_file(filename);
+}
+</PRE></UL>
+
+<P>The <TT>save_file()</TT> function saves the current file to the
+specified filename.
+
+<H3>saveas_cb()</H3>
+
+<P>This callback asks the user for a filename and saves the current file:
+
+<UL><PRE>
+void saveas_cb(void) {
+ char *newfile;
+
+ newfile = fl_file_chooser(&quot;Save File As?&quot;, &quot;*&quot;, filename);
+ if (newfile != NULL) save_file(newfile);
+}
+</PRE></UL>
+
+<P>The <TT>save_file()</TT> function saves the current file to the
+specified filename.
+
+<H2>Other Functions</H2>
+
+<P>Now that we've defined the callback functions, we need our support
+functions to make it all work:
+
+<H3>check_save()</H3>
+
+<P>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:
+
+<UL><PRE>
+int check_save(void) {
+ if (!changed) return 1;
+
+ int r = fl_choice(&quot;The current file has not been saved.\n&quot;
+ &quot;Would you like to save it now?&quot;,
+ &quot;Cancel&quot;, &quot;Save&quot;, &quot;Discard&quot;);
+
+ if (r == 1) {
+ save_cb(); // Save the file...
+ return !changed;
+ }
+
+ return (r == 2) ? 1 : 0;
+}
+</PRE></UL>
+
+<H3>load_file()</H3>
+
+<P>This function loads the specified file into the <TT>textbuf</TT> class:
+
+<UL><PRE>
+int loading = 0;
+void load_file(char *newfile, int ipos) {
+ loading = 1;
+ int insert = (ipos != -1);
+ changed = insert;
+ if (!insert) strcpy(filename, &quot;&quot;);
+ int r;
+ if (!insert) r = textbuf-&gt;loadfile(newfile);
+ else r = textbuf-&gt;insertfile(newfile, ipos);
+ if (r)
+ fl_alert(&quot;Error reading from file \'%s\':\n%s.&quot;, newfile, strerror(errno));
+ else
+ if (!insert) strcpy(filename, newfile);
+ loading = 0;
+ textbuf-&gt;call_modify_callbacks();
+}
+</PRE></UL>
+
+<P>When loading the file we use the <A
+href="Fl_Text_Buffer.html#Fl_Text_Buffer.loadfile"><TT>loadfile()</TT></A>
+method to &quot;replace&quot; the text in the buffer, or the <A
+href="Fl_Text_Buffer.html#Fl_Text_Buffer.insertfile"><TT>insertfile()</TT></A>
+method to insert text in the buffer from the named file.
+
+<H3>save_file()</H3>
+
+<P>This function saves the current buffer to the specified file:
+
+<UL><PRE>
+void save_file(char *newfile) {
+ if (textbuf-&gt;savefile(newfile))
+ fl_alert(&quot;Error writing to file \'%s\':\n%s.&quot;, newfile, strerror(errno));
+ else
+ strcpy(filename, newfile);
+ changed = 0;
+ textbuf-&gt;call_modify_callbacks();
+}
+</PRE></UL>
+
+<H3>set_title()</H3>
+
+<P>This function checks the <TT>changed</TT> variable and updates the
+window label accordingly:
+<UL><PRE>
+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-&gt;label(title);
+}
+</PRE></UL>
+
+<H2>The main() Function</H2>
+
+<P>Once we've created all of the support functions, the only thing left
+is to tie them all together with the <TT>main()</TT> function.
+The <TT>main()</TT> 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:
+
+<UL><PRE>
+int main(int argc, char **argv) {
+ textbuf = new Fl_Text_Buffer;
+
+ Fl_Window* window = new_view();
+
+ window-&gt;show(1, argv);
+
+ if (argc &gt; 1) load_file(argv[1], -1);
+
+ return Fl::run();
+}
+</PRE></UL>
+
+<H2>Compiling the Editor</H2>
+
+<P>The complete source for our text editor can be found in the <TT>test/editor.cxx</TT> 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:
+
+<UL><PRE>
+CC -o editor editor.cxx -lfltk -lXext -lX11 -lm
+</PRE></UL>
+
+<P>or by using the <TT>fltk-config</TT> script with:
+
+<UL><PRE>
+fltk-config --compile editor.cxx
+</PRE></UL>
+
+<P>As noted in <A href="basics.html">Chapter 1</A>, you may need to
+include compiler and linker options to tell them where to find the FLTK
+library. Also, the <TT>CC</TT> command may also be called <TT>gcc</TT>
+or <TT>c++</TT> on your system.
+
+<P>Congratulations, you've just built your own text editor!</P>
+
+<H2>The Final Product</H2>
+
+The final editor window should look like the image in Figure 4-2.
+
+<P ALIGN="CENTER"><IMG src="editor.gif" ALT="The completed editor window."><BR>
+<I>Figure 4-2: The completed editor window</I></P>
+
+<H2>Advanced Features</H2>
+
+<P>Now that we've implemented the basic functionality, it is
+time to show off some of the advanced features of the
+<CODE>Fl_Text_Editor</CODE> widget.
+
+<H3>Syntax Highlighting</H3>
+
+<P>The <CODE>Fl_Text_Editor</CODE> widget supports highlighting
+of text with different fonts, colors, and sizes. The
+implementation is based on the excellent <A
+HREF="http://www.nedit.org/">NEdit</A> text editor core, which
+uses a parallel "style" buffer which tracks the font, color, and
+size of the text that is drawn.
+
+<P>Styles are defined using the
+<CODE>Fl_Text_Display::Style_Table_Entry</CODE> structure
+defined in <CODE>&lt;FL/Fl_Text_Display.H&gt;</CODE>:
+
+<UL><PRE>
+struct Style_Table_Entry {
+ Fl_Color color;
+ Fl_Font font;
+ int size;
+ unsigned attr;
+};
+</PRE></UL>
+
+<P>The <CODE>color</CODE> member sets the color for the text,
+the <CODE>font</CODE> member sets the FLTK font index to use,
+and the <CODE>size</CODE> member sets the pixel size of the
+text. The <CODE>attr</CODE> member is currently not used.
+
+<P>For our text editor we'll define 7 styles for plain code,
+comments, keywords, and preprocessor directives:
+
+<UL><PRE>
+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
+};
+</PRE></UL>
+
+<P>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'.
+
+<P>You call the <CODE>highlight_data()</CODE> method to associate the
+style data and buffer with the text editor widget:
+
+<UL><PRE>
+Fl_Text_Buffer *stylebuf;
+
+w-&gt;editor-&gt;highlight_data(stylebuf, styletable,
+ sizeof(styletable) / sizeof(styletable[0]),
+ 'A', style_unfinished_cb, 0);
+</PRE></UL>
+
+<P>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:
+
+<UL><PRE>
+textbuf-&gt;add_modify_callback(style_update, w-&gt;editor);
+</PRE></UL>
+
+<P>The <CODE>style_update()</CODE> function, like the <CODE>change_cb()</CODE>
+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:
+
+<UL><PRE>
+//
+// '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 &amp;&amp; nDeleted == 0) {
+ stylebuf-&gt;unselect();
+ return;
+ }
+
+ // Track changes in the text buffer...
+ if (nInserted &gt; 0) {
+ // Insert characters into the style buffer...
+ style = new char[nInserted + 1];
+ memset(style, 'A', nInserted);
+ style[nInserted] = '\0';
+
+ stylebuf-&gt;replace(pos, pos + nDeleted, style);
+ delete[] style;
+ } else {
+ // Just delete characters in the style buffer...
+ stylebuf-&gt;remove(pos, pos + nDeleted);
+ }
+
+ // Select the area that was just updated to avoid unnecessary
+ // callbacks...
+ stylebuf-&gt;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-&gt;line_start(pos);
+ end = textbuf-&gt;line_end(pos + nInserted - nDeleted);
+ text = textbuf-&gt;text_range(start, end);
+ style = stylebuf-&gt;text_range(start, end);
+ last = style[end - start - 1];
+
+ style_parse(text, style, end - start);
+
+ stylebuf-&gt;replace(start, end, style);
+ ((Fl_Text_Editor *)cbArg)-&gt;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-&gt;length();
+ text = textbuf-&gt;text_range(start, end);
+ style = stylebuf-&gt;text_range(start, end);
+
+ style_parse(text, style, end - start);
+
+ stylebuf-&gt;replace(start, end, style);
+ ((Fl_Text_Editor *)cbArg)-&gt;redisplay_range(start, end);
+ }
+
+ free(text);
+ free(style);
+}
+</PRE></UL>
+
+<P>The <CODE>style_parse()</CODE> 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:
+
+<UL><PRE>
+//
+// '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 &gt; 0; length --, text ++) {
+ if (current == 'A') {
+ // Check for directives, comments, strings, and keywords...
+ if (col == 0 &amp;&amp; *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 &amp;&amp; islower(*text)) {
+ // Might be a keyword...
+ for (temp = text, bufptr = buf;
+ islower(*temp) &amp;&amp; bufptr &lt; (buf + sizeof(buf) - 1);
+ *bufptr++ = *temp++);
+
+ if (!islower(*temp)) {
+ *bufptr = '\0';
+
+ bufptr = buf;
+
+ if (bsearch(&amp;bufptr, code_types,
+ sizeof(code_types) / sizeof(code_types[0]),
+ sizeof(code_types[0]), compare_keywords)) {
+ while (text &lt; temp) {
+ *style++ = 'F';
+ text ++;
+ length --;
+ col ++;
+ }
+
+ text --;
+ length ++;
+ last = 1;
+ continue;
+ } else if (bsearch(&amp;bufptr, code_keywords,
+ sizeof(code_keywords) / sizeof(code_keywords[0]),
+ sizeof(code_keywords[0]), compare_keywords)) {
+ while (text &lt; temp) {
+ *style++ = 'G';
+ text ++;
+ length --;
+ col ++;
+ }
+
+ text --;
+ length ++;
+ last = 1;
+ continue;
+ }
+ }
+ }
+ } else if (current == 'C' &amp;&amp; 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' &amp;&amp; (*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';
+ }
+ }
+}
+</PRE></UL>
+
+*/
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
+
+<P>This appendix lists the enumerations provided in the
+<TT>&lt;FL/Enumerations.H&gt;</TT> header file, organized by
+section. Constants whose value is zero are marked with "(0)",
+this is often useful to know when programming.
+
+<H2>Version Numbers</H2>
+ The FLTK version number is stored in a number of compile-time
+constants:
+<UL>
+<LI><TT>FL_MAJOR_VERSION</TT> - The major release number, currently 1. </LI>
+<LI><TT>FL_MINOR_VERSION</TT> - The minor release number, currently 1. </LI>
+<LI><TT>FL_PATCH_VERSION</TT> - The patch release number, currently 0. </LI>
+<LI><TT>FL_VERSION</TT> - A combined floating-point version number for
+the major, minor, and patch release numbers, currently 1.0100. </LI>
+</UL>
+<H2><A NAME="events">Events</A></H2>
+ Events are identified by an <TT>Fl_Event</TT> enumeration value. The
+following events are currently defined:
+<UL>
+<LI><TT>FL_NO_EVENT</TT> - No event (or an event fltk does not
+understand) occurred (0).</LI>
+<LI><TT>FL_PUSH</TT> - A mouse button was pushed. </LI>
+<LI><TT>FL_RELEASE</TT> - A mouse button was released. </LI>
+<LI><TT>FL_ENTER</TT> - The mouse pointer entered a widget. </LI>
+<LI><TT>FL_LEAVE</TT> - The mouse pointer left a widget. </LI>
+<LI><TT>FL_DRAG</TT> - The mouse pointer was moved with a button
+ pressed. </LI>
+<LI><TT>FL_FOCUS</TT> - A widget should receive keyboard focus. </LI>
+<LI><TT>FL_UNFOCUS</TT> - A widget loses keyboard focus. </LI>
+<LI><TT>FL_KEYBOARD</TT> - A key was pressed. </LI>
+<LI><TT>FL_CLOSE</TT> - A window was closed. </LI>
+<LI><TT>FL_MOVE</TT> - The mouse pointer was moved with no buttons
+ pressed. </LI>
+<LI><TT>FL_SHORTCUT</TT> - The user pressed a shortcut key. </LI>
+<LI><TT>FL_DEACTIVATE</TT> - The widget has been deactivated. </LI>
+<LI><TT>FL_ACTIVATE</TT> - The widget has been activated. </LI>
+<LI><TT>FL_HIDE</TT> - The widget has been hidden. </LI>
+<LI><TT>FL_SHOW</TT> - The widget has been shown. </LI>
+<LI><TT>FL_PASTE</TT> - The widget should paste the contents of the
+ clipboard. </LI>
+<LI><TT>FL_SELECTIONCLEAR</TT> - The widget should clear any selections
+ made for the clipboard. </LI>
+<LI><TT>FL_MOUSEWHEEL</TT> - The horizontal or vertical mousewheel was turned. </LI>
+<LI><TT>FL_DND_ENTER</TT> - The mouse pointer entered a widget dragging data. </LI>
+<LI><TT>FL_DND_DRAG</TT> - The mouse pointer was moved dragging data. </LI>
+<LI><TT>FL_DND_LEAVE</TT> - The mouse pointer left a widget still dragging data. </LI>
+<LI><TT>FL_DND_RELEASE</TT> - Dragged data is about to be dropped. </LI>
+</UL>
+<H2><a name=when>Callback &quot;When&quot; Conditions</A></H2>
+ The following constants determine when a callback is performed:
+<UL>
+<LI><TT>FL_WHEN_NEVER</TT> - Never call the callback (0). </LI>
+<LI><TT>FL_WHEN_CHANGED</TT> - Do the callback only when the widget
+value changes. </LI>
+<LI><TT>FL_WHEN_NOT_CHANGED</TT> - Do the callback whenever the user
+interacts with the widget. </LI>
+<LI><TT>FL_WHEN_RELEASE</TT> - Do the callback when the button or key
+is released and the value changes. </LI>
+<LI><TT>FL_WHEN_ENTER_KEY</TT> - Do the callback when the user presses
+ the ENTER key and the value changes. </LI>
+<LI><TT>FL_WHEN_RELEASE_ALWAYS</TT> - Do the callback when the button
+ or key is released, even if the value doesn't change. </LI>
+<LI><TT>FL_WHEN_ENTER_KEY_ALWAYS</TT> - Do the callback when the user
+ presses the ENTER key, even if the value doesn't change. </LI>
+</UL>
+<H2><A NAME="button_values">Fl::event_button() Values</A></H2>
+
+<P>The following constants define the button numbers for <TT>FL_PUSH</TT> and
+<TT>FL_RELEASE</TT> events:
+
+<UL>
+ <LI><TT>FL_LEFT_MOUSE</TT> - the left mouse button
+ <LI><TT>FL_MIDDLE_MOUSE</TT> - the middle mouse button
+ <LI><TT>FL_RIGHT_MOUSE</TT> - the right mouse button
+</UL>
+
+<H2><A NAME="key_values">Fl::event_key() Values</A></H2>
+ The following constants define the non-ASCII keys on the keyboard for <TT>
+FL_KEYBOARD</TT> and <TT>FL_SHORTCUT</TT> events:
+<UL>
+<LI><TT>FL_Button</TT> - A mouse button; use <TT>Fl_Button + n</TT>
+ for mouse button <TT>n</TT>. </LI>
+<LI><TT>FL_BackSpace</TT> - The backspace key. </LI>
+<LI><TT>FL_Tab</TT> - The tab key. </LI>
+<LI><TT>FL_Enter</TT> - The enter key. </LI>
+<LI><TT>FL_Pause</TT> - The pause key. </LI>
+<LI><TT>FL_Scroll_Lock</TT> - The scroll lock key. </LI>
+<LI><TT>FL_Escape</TT> - The escape key. </LI>
+<LI><TT>FL_Home</TT> - The home key. </LI>
+<LI><TT>FL_Left</TT> - The left arrow key. </LI>
+<LI><TT>FL_Up</TT> - The up arrow key. </LI>
+<LI><TT>FL_Right</TT> - The right arrow key. </LI>
+<LI><TT>FL_Down</TT> - The down arrow key. </LI>
+<LI><TT>FL_Page_Up</TT> - The page-up key. </LI>
+<LI><TT>FL_Page_Down</TT> - The page-down key. </LI>
+<LI><TT>FL_End</TT> - The end key. </LI>
+<LI><TT>FL_Print</TT> - The print (or print-screen) key. </LI>
+<LI><TT>FL_Insert</TT> - The insert key. </LI>
+<LI><TT>FL_Menu</TT> - The menu key. </LI>
+<LI><TT>FL_Num_Lock</TT> - The num lock key. </LI>
+<LI><TT>FL_KP</TT> - One of the keypad numbers; use <TT>FL_KP + n</TT>
+ for number <TT>n</TT>. </LI>
+<LI><TT>FL_KP_Enter</TT> - The enter key on the keypad. </LI>
+<LI><TT>FL_F</TT> - One of the function keys; use <TT>FL_F + n</TT>
+ for function key <TT>n</TT>. </LI>
+<LI><TT>FL_Shift_L</TT> - The lefthand shift key. </LI>
+<LI><TT>FL_Shift_R</TT> - The righthand shift key. </LI>
+<LI><TT>FL_Control_L</TT> - The lefthand control key. </LI>
+<LI><TT>FL_Control_R</TT> - The righthand control key. </LI>
+<LI><TT>FL_Caps_Lock</TT> - The caps lock key. </LI>
+<LI><TT>FL_Meta_L</TT> - The left meta/Windows key. </LI>
+<LI><TT>FL_Meta_R</TT> - The right meta/Windows key. </LI>
+<LI><TT>FL_Alt_L</TT> - The left alt key. </LI>
+<LI><TT>FL_Alt_R</TT> - The right alt key. </LI>
+<LI><TT>FL_Delete</TT> - The delete key. </LI>
+</UL>
+<H2>Fl::event_state() Values</H2>
+ The following constants define bits in the <TT>Fl::event_state()</TT>
+ value:
+<UL>
+<LI><TT>FL_SHIFT</TT> - One of the shift keys is down. </LI>
+<LI><TT>FL_CAPS_LOCK</TT> - The caps lock is on. </LI>
+<LI><TT>FL_CTRL</TT> - One of the ctrl keys is down. </LI>
+<LI><TT>FL_ALT</TT> - One of the alt keys is down. </LI>
+<LI><TT>FL_NUM_LOCK</TT> - The num lock is on. </LI>
+<LI><TT>FL_META</TT> - One of the meta/Windows keys is down. </LI>
+<LI><TT>FL_COMMAND</TT> - An alias for <TT>FL_CTRL</TT> on WIN32 and X11, or
+<TT>FL_META</TT> on MacOS X. </LI>
+<LI><TT>FL_SCROLL_LOCK</TT> - The scroll lock is on. </LI>
+<LI><TT>FL_BUTTON1</TT> - Mouse button 1 is pushed. </LI>
+<LI><TT>FL_BUTTON2</TT> - Mouse button 2 is pushed. </LI>
+<LI><TT>FL_BUTTON3</TT> - Mouse button 3 is pushed. </LI>
+<LI><TT>FL_BUTTONS</TT> - Any mouse button is pushed. </LI>
+<LI><TT>FL_BUTTON(n)</TT> - Mouse button N (N &gt; 0) is pushed. </LI>
+
+</UL>
+<!-- NEED 4in -->
+<H2><a name=align>Alignment Values</A></H2>
+ The following constants define bits that can be used with <A href=Fl_Widget.html#Fl_Widget.align>
+<TT>Fl_Widget::align()</TT></A> to control the positioning of the
+label:
+<UL>
+<LI><TT>FL_ALIGN_CENTER</TT> - The label is centered (0). </LI>
+<LI><TT>FL_ALIGN_TOP</TT> - The label is top-aligned. </LI>
+<LI><TT>FL_ALIGN_BOTTOM</TT> - The label is bottom-aligned. </LI>
+<LI><TT>FL_ALIGN_LEFT</TT> - The label is left-aligned. </LI>
+<LI><TT>FL_ALIGN_RIGHT</TT> - The label is right-aligned. </LI>
+<LI><TT>FL_ALIGN_CLIP</TT> - The label is clipped to the widget. </LI>
+<LI><TT>FL_ALIGN_WRAP</TT> - The label text is wrapped as needed. </LI>
+<LI><TT>FL_ALIGN_TOP_LEFT</TT></LI>
+<LI><TT>FL_ALIGN_TOP_RIGHT</TT></LI>
+<LI><TT>FL_ALIGN_BOTTOM_LEFT</TT></LI>
+<LI><TT>FL_ALIGN_BOTTOM_RIGHT</TT></LI>
+<LI><TT>FL_ALIGN_LEFT_TOP</TT></LI>
+<LI><TT>FL_ALIGN_RIGHT_TOP</TT></LI>
+<LI><TT>FL_ALIGN_LEFT_BOTTOM</TT></LI>
+<LI><TT>FL_ALIGN_RIGHT_BOTTOM</TT></LI>
+<LI><TT>FL_ALIGN_INSIDE</TT> - 'or' this with other values to put
+label inside the widget. </LI>
+
+</UL>
+<H2><a name=fonts>Fonts</A></H2>
+ The following constants define the standard FLTK fonts:
+<ul>
+<LI><TT>FL_HELVETICA</TT> - Helvetica (or Arial) normal (0). </LI>
+<LI><TT>FL_HELVETICA_BOLD</TT> - Helvetica (or Arial) bold. </LI>
+<LI><TT>FL_HELVETICA_ITALIC</TT> - Helvetica (or Arial) oblique. </LI>
+<LI><TT>FL_HELVETICA_BOLD_ITALIC</TT> - Helvetica (or Arial)
+bold-oblique. </LI>
+<LI><TT>FL_COURIER</TT> - Courier normal. </LI>
+<LI><TT>FL_COURIER_BOLD</TT> - Courier bold. </LI>
+<LI><TT>FL_COURIER_ITALIC</TT> - Courier italic. </LI>
+<LI><TT>FL_COURIER_BOLD_ITALIC</TT> - Courier bold-italic. </LI>
+<LI><TT>FL_TIMES</TT> - Times roman. </LI>
+<LI><TT>FL_TIMES_BOLD</TT> - Times bold. </LI>
+<LI><TT>FL_TIMES_ITALIC</TT> - Times italic. </LI>
+<LI><TT>FL_TIMES_BOLD_ITALIC</TT> - Times bold-italic. </LI>
+<LI><TT>FL_SYMBOL</TT> - Standard symbol font. </LI>
+<LI><TT>FL_SCREEN</TT> - Default monospaced screen font. </LI>
+<LI><TT>FL_SCREEN_BOLD</TT> - Default monospaced bold screen font. </LI>
+<LI><TT>FL_ZAPF_DINGBATS</TT> - Zapf-dingbats font.
+</ul>
+
+<H2><a name=colors>Colors</A></H2>
+
+<P>The <TT>Fl_Color</TT> 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.
+
+<H3>Color Constants</H3>
+
+<P>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.
+
+<P>The following color constants can be used to access the user-defined
+colors:
+
+<UL>
+
+ <LI><TT>FL_BACKGROUND_COLOR</TT> - the default
+ background color</LI>
+
+ <LI><TT>FL_BACKGROUND2_COLOR</TT> - the default
+ background color for text, list, and valuator widgets</LI>
+
+ <LI><TT>FL_FOREGROUND_COLOR</TT> - the default
+ foreground color (0) used for labels and text</LI>
+
+ <LI><TT>FL_INACTIVE_COLOR</TT> - the inactive foreground
+ color</LI>
+
+ <LI><TT>FL_SELECTION_COLOR</TT> - the default selection/highlight
+ color</LI>
+
+</UL>
+
+<P>The following color constants can be used to access the colors from the
+FLTK standard color cube:
+
+<UL>
+
+ <LI><TT>FL_BLACK</TT></LI>
+ <LI><TT>FL_BLUE</TT></LI>
+ <LI><TT>FL_CYAN</TT></LI>
+ <LI><TT>FL_DARK_BLUE</TT></LI>
+ <LI><TT>FL_DARK_CYAN</TT></LI>
+ <LI><TT>FL_DARK_GREEN</TT></LI>
+ <LI><TT>FL_DARK_MAGENTA</TT></LI>
+ <LI><TT>FL_DARK_RED</TT></LI>
+ <LI><TT>FL_DARK_YELLOW</TT></LI>
+ <LI><TT>FL_GREEN</TT></LI>
+ <LI><TT>FL_MAGENTA</TT></LI>
+ <LI><TT>FL_RED</TT></LI>
+ <LI><TT>FL_WHITE</TT></LI>
+ <LI><TT>FL_YELLOW</TT></LI>
+
+</UL>
+
+<P>The inline methods for getting a grayscale, color cube, or
+RGB color value are described in <A
+HREF="functions.html#functions">Appendix B - Function
+Reference</A>.
+
+<H2><a name=cursor>Cursors</A></H2>
+
+<P>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.</P>
+
+<UL>
+
+ <LI><TT>FL_CURSOR_DEFAULT</TT> - the default cursor, usually an arrow (0)</LI>
+ <LI><TT>FL_CURSOR_ARROW</TT> - an arrow pointer </LI>
+ <LI><TT>FL_CURSOR_CROSS</TT> - crosshair </LI>
+ <LI><TT>FL_CURSOR_WAIT</TT> - watch or hourglass </LI>
+ <LI><TT>FL_CURSOR_INSERT</TT> - I-beam </LI>
+ <LI><TT>FL_CURSOR_HAND</TT> - hand (uparrow on MSWindows) </LI>
+ <LI><TT>FL_CURSOR_HELP</TT> - question mark </LI>
+ <LI><TT>FL_CURSOR_MOVE</TT> - 4-pointed arrow </LI>
+ <LI><TT>FL_CURSOR_NS</TT> - up/down arrow </LI>
+ <LI><TT>FL_CURSOR_WE</TT> - left/right arrow </LI>
+ <LI><TT>FL_CURSOR_NWSE</TT> - diagonal arrow </LI>
+ <LI><TT>FL_CURSOR_NESW</TT> - diagonal arrow </LI>
+ <LI><TT>FL_CURSOR_NONE</TT> - invisible </LI>
+
+</UL>
+
+<H2>FD &quot;When&quot; Conditions</H2>
+
+<UL>
+
+ <LI><TT>FL_READ</TT> - Call the callback when there is data to be
+ read.</LI>
+
+ <LI><TT>FL_WRITE</TT> - Call the callback when data can be written
+ without blocking.</LI>
+
+ <LI><TT>FL_EXCEPT</TT> - Call the callback if an exception occurs on
+ the file.</LI>
+
+</UL>
+
+<H2><a name=damage>Damage Masks</A></H2>
+ The following damage mask bits are used by the standard FLTK widgets:
+<UL>
+<LI><TT>FL_DAMAGE_CHILD</TT> - A child needs to be redrawn. </LI>
+<LI><TT>FL_DAMAGE_EXPOSE</TT> - The window was exposed. </LI>
+<LI><TT>FL_DAMAGE_SCROLL</TT> - The <TT>Fl_Scroll</TT> widget was
+ scrolled. </LI>
+<LI><TT>FL_DAMAGE_OVERLAY</TT> - The overlay planes need to be redrawn. </LI>
+<LI><TT>FL_DAMAGE_USER1</TT> - First user-defined damage bit. </LI>
+<LI><TT>FL_DAMAGE_USER2</TT> - Second user-defined damage bit. </LI>
+<LI><TT>FL_DAMAGE_ALL</TT> - Everything needs to be redrawn. </LI>
+</UL>
+
+*/
diff --git a/documentation/events.dox b/documentation/events.dox
new file mode 100644
index 000000000..d2610064e
--- /dev/null
+++ b/documentation/events.dox
@@ -0,0 +1,389 @@
+/**
+
+ \page events 6 - Handling Events
+
+<P>This chapter discusses the FLTK event model and how to handle
+events in your program or widget.
+
+<H2>The FLTK Event Model</H2>
+
+<P>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.
+
+<P>Events are identified by the integer argument passed to the
+<A href="subclassing.html#handle"><TT>Fl_Widget::handle()</TT></A> virtual
+method. Other information about the most recent event is stored in
+static locations and acquired by calling the <A
+href="#event_xxx"><TT>Fl::event_*()</TT></A> 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 <TT>handle()</TT>
+method.
+
+<H2>Mouse Events</H2>
+
+<H3>FL_PUSH</H3>
+
+<P>A mouse button has gone down with the mouse pointing at this
+widget. You can find out what button by calling <A
+href="Fl.html#Fl.event_button"><TT>
+Fl::event_button()</TT></A>. You find out the mouse position by
+calling <A
+href="Fl.html#Fl.event_x"><TT>Fl::event_x()</TT></A> and <A
+href="Fl.html#Fl.event_y"> <TT>Fl::event_y()</TT></A>.
+
+<P>A widget indicates that it &quot;wants&quot; the mouse click
+by returning non-zero from its <A
+href="subclassing.html#handle"><TT>handle()</TT></A> method. It
+will then become the <A href="Fl.html#Fl.pushed"><TT>
+Fl::pushed()</TT></A> widget and will get <TT>FL_DRAG</TT> and
+the matching <TT>FL_RELEASE</TT> events. If <TT>handle()</TT>
+returns zero then FLTK will try sending the <TT>FL_PUSH</TT> to
+another widget. </P>
+
+<H3>FL_DRAG</H3>
+
+<P>The mouse has moved with a button held down. The current
+button state is in <a
+href="Fl.html#Fl.event_state"><tt>Fl::event_state()</tt></a>.
+The mouse position is in <a
+href="Fl.html#Fl.event_x"><tt>Fl::event_x()</tt></a> and <a
+href="Fl.html#Fl.event_y"><tt>Fl::event_y()</tt></a>.
+
+<P>In order to receive <TT>FL_DRAG</TT> events, the widget must
+return non-zero when handling <TT>FL_PUSH</TT>.</P>
+
+<H3>FL_RELEASE</H3>
+
+<P>A mouse button has been released. You can find out what
+button by calling <A
+href="Fl.html#Fl.event_button"><TT>Fl::event_button()</TT></A>.
+
+<P>In order to receive the <TT>FL_RELEASE</TT> event, the widget must
+return non-zero when handling <TT>FL_PUSH</TT>.</P>
+
+<H3>FL_MOVE</H3>
+
+<P>The mouse has moved without any mouse buttons held down.
+This event is sent to the <A
+href="Fl.html#Fl.belowmouse"><TT>Fl::belowmouse()</TT></A>
+widget.</P>
+
+<P>In order to receive <TT>FL_MOVE</TT> events, the widget must
+return non-zero when handling <TT>FL_ENTER</TT>.</P>
+
+<H3>FL_MOUSEWHEEL</H3>
+
+<P>The user has moved the mouse wheel. The <A
+HREF="Fl.html#Fl.event_dx"><TT>Fl::event_dx()</TT></A> and <A
+HREF="Fl.html#Fl.event_dy"><TT>Fl::event_dy()</TT></A> methods
+can be used to find the amount to scroll horizontally and
+vertically.
+
+<H2>Focus Events</H2>
+
+<H3>FL_ENTER</H3>
+
+<P>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 <A
+href="Fl.html#Fl.handle"><TT>handle()</TT></A> method. It then
+becomes the <A
+href="Fl.html#Fl.belowmouse"><TT>Fl::belowmouse()</TT></A>
+widget and will receive <TT>FL_MOVE</TT> and <TT>FL_LEAVE</TT>
+events.
+
+<H3>FL_LEAVE</H3>
+
+<P>The mouse has moved out of the widget.
+
+<P>In order to receive the <TT>FL_LEAVE</TT> event, the widget must
+return non-zero when handling <TT>FL_ENTER</TT>.</P>
+
+<H3>FL_FOCUS</H3>
+
+<P>This indicates an <I>attempt</I> to give a widget the
+keyboard focus.
+
+<P>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 <A
+href="Fl_Widget.html#Fl_Widget.handle"><TT>handle()</TT></A>
+method. It then becomes the <A
+href="Fl.html#Fl.focus"><TT>Fl::focus()</TT></A> widget and gets
+<TT>FL_KEYDOWN</TT>, <TT>FL_KEYUP</TT>, and <TT>FL_UNFOCUS</TT>
+events.
+
+<P>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 <A
+href="Fl.html#Fl.event_key"><TT>Fl::event_key()</TT></A> to
+figure out why it moved. For navigation it will be the key
+pressed and interaction with the window manager it will be
+zero.
+
+<H3>FL_UNFOCUS</H3>
+
+<P>This event is sent to the previous <A
+href="Fl.html#Fl.focus"><TT>Fl::focus()</TT></A> widget when
+another widget gets the focus or the window loses focus.
+
+<H2>Keyboard Events</H2>
+
+<H3>FL_KEYDOWN, FL_KEYUP</H3>
+
+<P>A key was pressed or released. The key can be found in <A
+href="Fl.html#Fl.event_key"><TT>Fl::event_key()</TT></A>. The
+text that the key should insert can be found with <A
+href="Fl.html#Fl.event_text"><TT>Fl::event_text()</TT></A> and
+its length is in <A
+href="Fl.html#Fl.event_length"><TT>Fl::event_length()</TT></A>.
+If you use the key <TT>handle()</TT> 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 <TT>FL_SHORTCUT</TT> event.
+
+<P>To receive <CODE>FL_KEYBOARD</CODE> events you must also
+respond to the <CODE>FL_FOCUS</CODE> and <CODE>FL_UNFOCUS</CODE>
+events.
+
+<P>If you are writing a text-editing widget you may also want to
+call the <a href="Fl.html#Fl.compose"><TT>Fl::compose()</TT></a>
+function to translate individual keystrokes into foreign
+characters.
+
+<P><code>FL_KEYUP</code> events are sent to the widget that
+currently has focus. This is not necessarily the same widget
+that received the corresponding <code>FL_KEYDOWN</code> event
+because focus may have changed between events.
+
+<H3>FL_SHORTCUT</H3>
+
+<P>If the <A href="Fl.html#Fl.focus"><TT>Fl::focus()</TT></A>
+widget is zero or ignores an <TT>FL_KEYBOARD</TT> event then
+FLTK tries sending this event to every widget it can, until one
+of them returns non-zero. <TT>FL_SHORTCUT</TT> is first sent to
+the <TT>Fl::belowmouse()</TT> 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!
+
+<P>You can also make &quot;global&quot; shortcuts by using <A
+href="Fl.html#Fl.add_handler"><TT>Fl::add_handler()</TT></A>. A
+global shortcut will work no matter what windows are displayed
+or which one has the focus.</P>
+
+<H2>Widget Events</H2>
+
+<H3>FL_DEACTIVATE</H3>
+
+<P>This widget is no longer active, due to <A
+href="Fl_Widget.html#Fl_Widget.deactivate"><TT>deactivate()</TT></A>
+being called on it or one of its parents. <TT> active()</TT> may
+still be true after this, the widget is only active if
+<TT>active()</TT> is true on it and all its parents (use <TT>active_r()</TT> to check this).
+
+<H3>FL_ACTIVATE</H3>
+
+<P>This widget is now active, due to <A
+href="Fl_Widget.html#Fl_Widget.activate"><TT>activate()</TT></A>
+being called on it or one of its parents.
+
+<H3>FL_HIDE</H3>
+
+<P>This widget is no longer visible, due to <A
+href="Fl_Widget.html#Fl_Widget.hide"><tt>hide()</tt></a> being
+called on it or one of its parents, or due to a parent window
+being minimized. <tt>visible()</tt> may still be true after
+this, but the widget is visible only if <tt>visible()</tt> is
+true for it and all its parents (use <tt>visible_r()</tt> to
+check this).
+
+<h3>FL_SHOW</h3>
+
+<P>This widget is visible again, due to <a
+href="Fl_Widget.html#Fl_Widget.show"><TT>show()</TT></A> being
+called on it or one of its parents, or due to a parent window
+being restored. <I>Child <TT>Fl_Window</TT>s respond to this by
+actually creating the window if not done already, so if you
+subclass a window, be sure to pass <TT>FL_SHOW</TT> to the base
+class <TT>handle()</TT> method!</I>
+
+<H2>Clipboard Events</H2>
+
+<H3>FL_PASTE</H3>
+
+<P>You should get this event some time after you call <A
+href="Fl.html#Fl.paste"><TT>Fl::paste()</TT></A>. The contents
+of <A href="Fl.html#Fl.event_text"><TT>Fl::event_text()</TT></A>
+is the text to insert and the number of characters is in <A
+href="Fl.html#Fl.event_length"><TT>Fl::event_length()</TT></A>.
+
+<H3>FL_SELECTIONCLEAR</H3>
+
+<P>The <A
+href="Fl.html#Fl.selection_owner"><TT>Fl::selection_owner()</TT></A>
+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.
+
+<H2><A NAME="dnd">Drag And Drop Events</A></H2>
+
+<P>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 <tt>file://</tt>.
+
+<P>The drag and drop data is available in <tt>Fl::event_text()</tt>
+at the concluding <tt>FL_PASTE</tt>. On some platforms, the
+event text is also available for the <tt>FL_DND_*</tt> events,
+however application must not depend on that behavior because it
+depends on the protocol used on each platform.
+
+<P><tt>FL_DND_*</tt> events cannot be used in widgets derived
+from <tt>Fl_Group</tt> or <tt>Fl_Window</tt>.
+
+<H3>FL_DND_ENTER</H3>
+
+<P>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.
+
+<H3>FL_DND_DRAG</H3>
+
+<P>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.
+
+<H3>FL_DND_LEAVE</H3>
+
+<P>The mouse has moved out of the widget.
+
+<H3>FL_DND_RELEASE</H3>
+
+<P>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.
+
+<!-- NEED 6in -->
+
+<H2><A name="event_xxx">Fl::event_*() methods</A></H2>
+
+<P>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 <TT>handle()</TT> and
+<TT>callback()</TT> methods.
+
+<P>These are all trivial inline functions and thus very fast and small: </P>
+
+<UL>
+
+ <LI><A HREF="Fl.html#Fl.event_button"><TT>Fl::event_button</TT></A></LI>
+
+ <LI><A HREF="Fl.html#Fl.event_clicks"><TT>Fl::event_clicks</TT></A></LI>
+
+ <LI><A HREF="Fl.html#Fl.event_dx"><TT>Fl::event_dx</TT></A></LI>
+
+ <LI><A HREF="Fl.html#Fl.event_dy"><TT>Fl::event_dy</TT></A></LI>
+
+ <LI><A HREF="Fl.html#Fl.event_inside"><TT>Fl::event_inside</TT></A></LI>
+
+ <LI><A HREF="Fl.html#Fl.event_is_click"><TT>Fl::event_is_click</TT></A></LI>
+
+ <LI><A HREF="Fl.html#Fl.event_key"><TT>Fl::event_key</TT></A></LI>
+
+ <LI><A HREF="Fl.html#Fl.event_length"><TT>Fl::event_length</TT></A></LI>
+
+ <LI><A HREF="Fl.html#Fl.event_state"><TT>Fl::event_state</TT></A></LI>
+
+ <LI><A HREF="Fl.html#Fl.event_text"><TT>Fl::event_text</TT></A></LI>
+
+ <LI><A HREF="Fl.html#Fl.event_x"><TT>Fl::event_x</TT></A></LI>
+
+ <LI><A HREF="Fl.html#Fl.event_x_root"><TT>Fl::event_x_root</TT></A></LI>
+
+ <LI><A HREF="Fl.html#Fl.event_y"><TT>Fl::event_y</TT></A></LI>
+
+ <LI><A HREF="Fl.html#Fl.event_y_root"><TT>Fl::event_y_root</TT></A></LI>
+
+ <LI><A HREF="Fl.html#Fl.get_key"><TT>Fl::get_key</TT></A></LI>
+
+ <LI><A HREF="Fl.html#Fl.get_mouse"><TT>Fl::get_mouse</TT></A></LI>
+
+ <LI><A HREF="Fl.html#Fl.test_shortcut"><TT>Fl::test_shortcut</TT></A></LI>
+
+</UL>
+
+<H2><A name=propagation>Event Propagation</A></H2>
+
+<P>FLTK follows very simple and unchangeable rules for sending
+events. The major innovation is that widgets can indicate (by
+returning 0 from the <TT>handle()</TT> method) that they are not
+interested in an event, and FLTK can then send that event
+elsewhere. This eliminates the need for &quot;interests&quot;
+(event masks or tables), and this is probably the main reason
+FLTK is much smaller than other toolkits.
+
+<P>Most events are sent directly to the <TT>handle()</TT> method
+of the <TT>Fl_Window</TT> that the window system says they
+belong to. The window (actually the <TT>Fl_Group</TT> that
+<TT>Fl_Window</TT> is a subclass of) is responsible for sending
+the events on to any child widgets. To make the
+<TT>Fl_Group</TT> code somewhat easier, FLTK sends some events
+(<TT>FL_DRAG</TT>, <TT>FL_RELEASE</TT>, <TT>FL_KEYBOARD</TT>,
+<TT>FL_SHORTCUT</TT>, <TT>FL_UNFOCUS</TT>, and
+<TT>FL_LEAVE</TT>) directly to leaf widgets. These procedures
+control those leaf widgets:
+
+<UL>
+
+ <LI><A HREF="Fl.html#Fl.add_handler"><TT>Fl::add_handler</TT></A></LI>
+
+ <LI><A HREF="Fl.html#Fl.belowmouse"><TT>Fl::belowmouse</TT></A></LI>
+
+ <LI><A HREF="Fl.html#Fl.focus"><TT>Fl::focus</TT></A></LI>
+
+ <LI><A HREF="Fl.html#Fl.grab"><TT>Fl::grab</TT></A></LI>
+
+ <LI><A HREF="Fl.html#Fl.modal"><TT>Fl::modal</TT></A></LI>
+
+ <LI><A HREF="Fl.html#Fl.pushed"><TT>Fl::pushed</TT></A></LI>
+
+ <LI><A HREF="Fl.html#Fl.release"><TT>Fl::release</TT></A></LI>
+
+ <LI><A HREF="Fl_Widget.html#Fl_Widget.take_focus"><TT>Fl_Widget::take_focus</TT></A></LI>
+
+</UL>
+
+<H2><A name="compose">FLTK Compose-Character Sequences</A></H2>
+
+<P>The foreign-letter compose processing done by the <A
+href="Fl_Input.html#compose"><tt>Fl_Input</tt></a> widget is provided in
+a function that you can call if you are writing your own text editor
+widget.
+
+<p>FLTK uses its own compose processing to allow "preview" of
+the partially composed sequence, which is impossible with the
+usual "dead key" processing.
+
+<p>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.
+
+<P>The following methods are provided for character composition:
+
+<UL>
+
+ <LI><A HREF="Fl.html#Fl.compose"><TT>Fl::compose()</TT></A></LI>
+
+ <LI><A HREF="Fl.html#Fl.compose_reset"><TT>Fl::compose_reset()</TT></A></LI>
+
+</UL>
+
+*/
diff --git a/documentation/examples.dox b/documentation/examples.dox
new file mode 100644
index 000000000..7ae2482d9
--- /dev/null
+++ b/documentation/examples.dox
@@ -0,0 +1,448 @@
+/**
+
+ \page examples J - Example Source Code
+
+<P ALIGN="RIGHT">March 19, 2005</P>
+
+<P>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
+<a href="http://fltk.org/software.php">http://fltk.org/software.php</a>.</P>
+
+<P>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.</P>
+
+<table width=100% border=0>
+<tr><td colspan=4><font size=+1><b>Example Applications</b></font></td>
+<tr>
+<td><a href="#adjuster"><tt>adjuster</tt></a></td>
+<td><a href="#arc"><tt>arc</tt></a></td>
+<td><a href="#ask"><tt>ask</tt></a></td>
+<td><a href="#bitmap"><tt>bitmap</tt></a></td>
+<td><a href="#blocks"><tt>blocks</tt></a></td>
+<td><a href="#boxtype"><tt>boxtype</tt></a></td>
+</tr>
+<tr>
+<td><a href="#browser"><tt>browser</tt></a></td>
+<td><a href="#button"><tt>button</tt></a></td>
+<td><a href="#buttons"><tt>buttons</tt></a></td>
+<td><a href="#checkers"><tt>checkers</tt></a></td>
+<td><a href="#clock"><tt>clock</tt></a></td>
+<td><a href="#colbrowser"><tt>colbrowser</tt></a></td>
+</tr>
+<tr>
+<td><a href="#color_chooser"><tt>color_chooser</tt></a></td>
+<td><a href="#cube"><tt>cube</tt></a></td>
+<td><a href="#CubeView"><tt>CubeView</tt></a></td>
+<td><a href="#cursor"><tt>cursor</tt></a></td>
+<td><a href="#curve"><tt>curve</tt></a></td>
+<td><a href="#demo"><tt>demo</tt></a></td>
+</tr>
+<tr>
+<td><a href="#doublebuffer"><tt>doublebuffer</tt></a></td>
+<td><a href="#editor"><tt>editor</tt></a></td>
+<td><a href="#fast_slow"><tt>fast_slow</tt></a></td>
+<td><a href="#file_chooser"><tt>file_chooser</tt></a></td>
+<td><a href="#fluid"><tt>fluid</tt></a></td>
+<td><a href="#fonts"><tt>fonts</tt></a></td>
+</tr>
+<tr>
+<td><a href="#forms"><tt>forms</tt></a></td>
+<td><a href="#fractals"><tt>fractals</tt></a></td>
+<td><a href="#fullscreen"><tt>fullscreen</tt></a></td>
+<td><a href="#gl_overlay"><tt>gl_overlay</tt></a></td>
+<td><a href="#glpuzzle"><tt>glpuzzle</tt></a></td>
+<td><a href="#hello"><tt>hello</tt></a></td>
+</tr>
+<tr>
+<td><a href="#help"><tt>help</tt></a></td>
+<td><a href="#iconize"><tt>iconize</tt></a></td>
+<td><a href="#image"><tt>image</tt></a></td>
+<td><a href="#inactive"><tt>inactive</tt></a></td>
+<td><a href="#input"><tt>input</tt></a></td>
+<td><a href="#input_choice"><tt>input_choice</tt></a></td>
+</tr>
+<tr>
+<td><a href="#keyboard"><tt>keyboard</tt></a></td>
+<td><a href="#label"><tt>label</tt></a></td>
+<td><a href="#line_style"><tt>line_style</tt></a></td>
+<td><a href="#list_visuals"><tt>list_visuals</tt></a></td>
+<td><a href="#mandelbrot"><tt>mandelbrot</tt></a></td>
+<td><a href="#menubar"><tt>menubar</tt></a></td>
+</tr>
+<tr>
+<td><a href="#message"><tt>message</tt></a></td>
+<td><a href="#minimum"><tt>minimum</tt></a></td>
+<td><a href="#navigation"><tt>navigation</tt></a></td>
+<td><a href="#output"><tt>output</tt></a></td>
+<td><a href="#overlay"><tt>overlay</tt></a></td>
+<td><a href="#pack"><tt>pack</tt></a></td>
+</tr>
+<tr>
+<td><a href="#pixmap_browser"><tt>pixmap_browser</tt></a></td>
+<td><a href="#pixmap"><tt>pixmap</tt></a></td>
+<td><a href="#preferences"><tt>preferences</tt></a></td>
+<td><a href="#radio"><tt>radio</tt></a></td>
+<td><a href="#resizebox"><tt>resizebox</tt></a></td>
+<td><a href="#resize"><tt>resize</tt></a></td>
+</tr>
+<tr>
+<td><a href="#scroll"><tt>scroll</tt></a></td>
+<td><a href="#shape"><tt>shape</tt></a></td>
+<td><a href="#subwindow"><tt>subwindow</tt></a></td>
+<td><a href="#sudoku"><tt>sudoku</tt></a></td>
+<td><a href="#symbols"><tt>symbols</tt></a></td>
+<td><a href="#tabs"><tt>tabs</tt></a></td>
+</tr>
+<tr>
+<td><a href="#threads"><tt>threads</tt></a></td>
+<td><a href="#tile"><tt>tile</tt></a></td>
+<td><a href="#tiled_image"><tt>tiled_image</tt></a></td>
+<td><a href="#valuators"><tt>valuators</tt></a></td>
+</tr>
+</table>
+
+<h3><a name="adjuster">adjuster</h3>
+<tt>adjuster</tt> shows a nifty little widget for quickly
+setting values in a great range.
+
+<h3><a name="arc">arc</h3>
+The <tt>arc</tt> demo explains how to derive your own widget to
+generate some custom drawings. The sample drawings use the matrix
+based arc drawing for some fun effects.
+
+<h3><a name="ask">ask</h3>
+<tt>ask</tt> shows some of FLTK's standard dialog boxes. Click
+the correct answers or you may end up in a loop, or you may end
+up in a loop, or you... .
+
+<h3><a name="bitmap">bitmap</h3>
+This simple test shows the use of a single color bitmap as a
+label for a box widget. Bitmaps are stored in the X11 '.bmp'
+file format and can be part of the source code.
+
+<h3><a name="blocks">blocks</h3>
+A wonderful and addictive game that shows the usage of FLTK
+timers, graphics, and how to implement sound on all platforms.
+<tt>blocks</tt> is also a good example for the Mac OS X specific
+bundle format.
+
+<h3><a name="boxtype">boxtype</h3>
+<tt>boxtype</tt> gives an overview of readily available boxes and
+frames in FLTK. More types can be added by the application programmer.
+When using themes, FLTK shuffles boxtypes around to give your program
+a new look.
+
+<h3><a name="browser">browser</h3>
+<tt>browser</tt> shows the capabilities of the <tt>Fl_Browser</tt> widget.
+Important features tested are loading of files, line formatting, and
+correct positioning of the browser data window.
+
+<h3><a name="button">button</h3>
+The <tt>button</tt> test is a simple demo of push-buttons and callbacks.
+
+<h3><a name="buttons">buttons</h3>
+<tt>buttons</tt> shows a sample of FLTK button types.
+
+<h3><a name="checkers">checkers</h3>
+Written by Steve Poulsen in early 1979, <tt>checkers</tt> shows
+how to convert a VT100 text-terminal based program into a neat
+application with a graphical UI. Check out the code that drags the
+pieces, and how the pieces are drawn by layering. Then tell me
+how to beat the computer at Checkers.
+
+<h3><a name="clock">clock</h3>
+The <tt>clock</tt> demo shows two analog clocks. The innards of
+the <tt>Fl_Clock</tt> widget are pretty interesting, explaining
+the use of timeouts and matrix based drawing.
+
+<h3><a name="colbrowser">colbrowser</h3>
+<tt>colbrowser</tt> runs only on X11 systems. It reads
+<i>/usr/lib/X11/rgb.txt</i> to show the color representation
+of every text entry in the file. This is beautiful, but
+only moderatly useful unless your UI is written in <i>Motif</i>.
+
+<h3><a name="color_chooser">color_chooser</h3>
+The <tt>color_chooser</tt> gives a short demo of FLTK's palette based
+color chooser and of the RGB based color wheel.
+
+<h3><a name="cube">cube</h3>
+The <tt>cube</tt> demo shows the speed of OpenGL. It also tests
+the ability to render two OpenGL buffers into a single window,
+and shows OpenGL text.
+
+<h3><a name="CubeView">CubeView</h3>
+<tt>CubeView</tt> shows how to create a UI containing OpenGL with Fluid.
+
+<h3><a name="cursor">cursor</h3>
+The <tt>cursor</tt> demo show all mouse cursor shapes that come standard
+with FLTK. The <i>fgcolor</i> and <i>bgcolor</i> sliders work only
+on few systems (some version of Irix for example).
+
+<h3><a name="curve">curve</h3>
+<tt>curve</tt> draws a nice Bezier curve into a custom widget. The
+<i>points</i> option for splines is not supported on all platforms.
+
+<h3><a name="demo">demo</h3>
+This tool allows quick access to all programs in the <tt>test</tt> directory.
+<tt>demo</tt> is based on the visuals of the IrixGL demo program. The menu
+tree can be changed by editing <tt>test/demo.menu</tt>.
+
+<h3><a name="doublebuffer">doublebuffer</h3>
+The <tt>doublebuffer</tt> demo show the difference between a single
+buffered window, which may flicker during a slow redraw, and a
+double buffered window, which never flickers, but uses twice the
+amount of RAM. Some modern OS's double buffer all windows automatically
+to allow transparency and shadows on the desktop. FLTK is smart enough
+to not tripple buffer a window in that case.
+
+<h3><a name="editor">editor</h3>
+FLTK has two very different text input widgets. <tt>Fl_Input</tt>
+and derived classes are rather leight weight, however
+<tt>Fl_Text_Editor</tt> is a complete port of <i>nedit</i> (with permission).
+The <tt>editor</tt> test is almost a full application, showing custom
+syntax highlighting and dialog creation.
+
+<h3><a name="fast_slow">fast_slow</h3>
+<tt>fast_slow</tt> shows how an application can use then <tt>when()</tt>
+setting to receive different kinds of callbacks.
+
+<h3><a name="file_chooser">file_chooser</h3>
+The standard FLTK <tt>file_chooser</tt> is the result of many
+iterations, trying to find a middle ground between a complex
+browser and a fast light implementation.
+
+<h3><a name="fonts">fonts</h3>
+<tt>fonts</tt> show all available text fonts on the host system.
+If your machine still has some pixmap based fonts, the supported
+sizes will be shown in bold face. Only the first 256 fonts will
+be listed.
+
+<h3><a name="forms">forms</h3>
+<tt>forms</tt> is an XForms program with very few changes.
+Search for "fltk" to find all changes necessary to port to fltk.
+This demo show the different boxtypes. Note that some
+boxtypes are not appropriate for some objects.
+
+<h3><a name="fractals">fractals</h3>
+<tt>fractals</tt> shows how to mix OpenGL, Glut and FLTK code.
+FLTK supports a rather large subset of Glut, so that many Glut
+application compile just fine.
+
+<h3><a name="fullscreen">fullscreen</h3>
+This demo shows how to do many of the window manipulations that
+are popular for games.
+You can toggle the border on/off, switch between single-
+and double-buffered rendering, and take over the entire
+screen. More information in the source code.
+
+<h3><a name="gl_overlay">gl_overlay</h3>
+<tt>gl_overlay</tt> shows OpenGL overlay plane rendering. If no
+hardware overlay plane is available, FLTK will simulate it
+for you.
+
+<h3><a name="glpuzzle">glpuzzle</h3>
+The <tt>glpuzzle</tt> test shows how most Glut source code compiles
+easily under FLTK.
+
+<h3><a name="hello">hello</h3>
+<tt>hello</tt>: Hello, World. Need I say maore? Well, maybe. This
+tiny demo shows how little is needed to get a functioning application
+running with FLTK. Quite impressive, I'd say.
+
+<h3><a name="help">help</h3>
+<tt>help</tt> displays the built-in FLTK help browser. The
+<tt>Fl_Help_Dialog</tt> understands a subset of html and renders
+various image formats. This widget makes it easy to provide help
+pages to the user without depending on the operating system's
+html browser.
+
+<h3><a name="iconize">iconize</h3>
+<tt>iconize</tt> demonstrates the effect of the window functions
+<tt>hide()</tt>, <tt>iconize()</tt>, and <tt>show()</tt>.
+
+<h3><a name="image">image</h3>
+The <tt>image</tt> demo shows how an image can be created on the fly.
+This generated image contains an alpha (transparency) channel which
+lets previous renderings 'shine through', either via true
+transparency or by using screen door transparency (pixelation).
+
+<h3><a name="inactive">inactive</h3>
+<tt>inactive</tt> tests the correct rendering of inactive widgets.
+To see the inactive version of images, you can check out the pixmap
+or image test.
+
+<h3><a name="input">input</h3>
+This tool shows and tests different types of text input fields based on
+<tt>Fl_Input_</tt>. The <tt>input</tt> program also tests various
+settings of <tt>Fl_Input::when()</tt>.
+
+<h3><a name="input_choice">input_choice</h3>
+<tt>input_choice</tt> tests the latest addition to FLTK1, a text input
+field with an attached pulldown menu. Windows users will recognize
+similarities to the 'ComboBox'. <tt>input_choice</tt> starts up in
+'plastic' scheme, but the traditional scheme is also supported.
+
+<h3><a name="keyboard">keyboard</h3>
+FLTK unifies keyboard events for all platforms. The <tt>keyboard</tt>
+test can be used to check the return values of <tt>Fl::event_key()</tt>
+and <tt>Fl::event_text()</tt>. It is also great to see the modifier
+buttons and the scroll wheel at work. Quit this application by closing
+the window. The ESC key will not work.
+
+<h3><a name="label">label</h3>
+Every FLTK widget can have a label attached to it. The <tt>label</tt>
+demo shows alignment, clipping and wrapping of text labels. Labels
+can contain symbols at the start and end of the text, like <i>@FLTK</i>
+or <i>@circle uh-huh @square</i>.
+
+<h3><a name="line_style">line_style</h3>
+Advanced line drawing can be tested with <tt>line_style</tt>.
+Not all platforms support all line styles.
+
+<h3><a name="list_visuals">list_visuals</h3>
+This little app finds all available pixel formats for the current X11
+screen. But since you are now an FLTK user, you don't have to worry
+about any of this.
+
+<h3><a name="mandelbrot">mandelbrot</h3>
+<tt>mandelbrot</tt> shows two advanced topics in one test. It creates
+grayscale images on the fly, updating them via the <i>idle</i> callback
+system. This is one of the few occasions where the <i>idle</i> callback
+is very useful by giving all available processor time to the application
+without blocking the UI or other apps.
+
+<h3><a name="menubar">menubar</h3>
+The <tt>menubar</tt> tests many aspects of FLTK's popup menu system.
+Among the features are radio buttons, menus taller than the screen,
+arbitrary sub menu depth, and global shortcuts.
+
+<h3><a name="message">message</h3>
+<tt>message</tt> pops up a few of FLTK's standars message boxes.
+
+<h3><a name="minimum">minimum</h3>
+The <tt>minimum</tt> test program verifies that the update regions
+are set correctly. In a real life application, the trail would
+be avoided by choosing a smaller label or by setting label clipping
+differently.
+
+<h3><a name="navigation">navigation</h3>
+<tt>navigation</tt> demonstrates how the text cursor moves from
+text field to text field when using the arrow keys, tab, and shift-tab.
+
+<h3><a name="output">output</h3>
+<tt>output</tt> shows the difference between the single line and
+multi line mode of the <tt>Fl_Output</tt> widget. Fonts can be
+selected from the FLTK standard list of fonts.
+
+<h3><a name="overlay">overlay</h3>
+The <tt>overlay</tt> test app show how easy an FLTK window can
+be layered to display cursor and manipulator style elemnts. This
+example derives a new class from <tt>Fl_Overly_WIndow</tt> and
+provides a new function to draw custom overlays.
+
+<h3><a name="pack">pack</h3>
+The <tt>pack</tt> test program demonstrates the resizing
+and repositioning of children of the <tt>Fl_Pack</tt> group.
+Putting an <tt>Fl_Pack</tt> into an <tt>Fl_Scroll</tt> is
+a useful way to create a browser for large sets of data.
+
+<h3><a name="pixmap_browser">pixmap_browser</h3>
+<tt>pixmap_browser</tt> tests the shared-image interface. When using
+the same image multiple times, <tt>Fl_Shared_Image</tt> will keep it
+only once in memory.
+
+<h3><a name="pixmap">pixmap</h3>
+This simple test shows the use of a LUT based pixmap as a
+label for a box widget. Pixmaps are stored in the X11 '.xpm'
+file format and can be part of the source code. Pixmaps support
+one transparent color.
+
+<h3><a name="preferences">preferences</h3>
+I do have my <tt>preferences</tt> in the morning, but sometimes I
+just can't remember a thing. This is where the <tt>Fl_Preferences</tt>
+come in handy. They remember any kind of data between program launches.
+
+<h3><a name="radio">radio</h3>
+The <tt>radio</tt> tool was created entirely with <i>fluid</i>. It
+shows some of the available button types and tests radio
+button behavior.
+
+<h3><a name="resizebox">resizebox</h3>
+<tt>resizebox</tt> shows some possible ways of FLTK's automatic
+resize bahavior..
+
+<h3><a name="resize">resize</h3>
+The <tt>resize</tt> demo tests size and position functions with
+the given window manager.
+
+<h3><a name="scroll">scroll</h3>
+<tt>scroll</tt> shows how to scroll an area of widgets, one of
+them beeing a slow custom drawing. <tt>Fl_Scroll</tt> uses
+clipping and smart window area copying to improve redraw speed.
+The buttons at the bottom of the window control decoration rendering
+and updates.
+
+<h3><a name="shape">shape</h3>
+<tt>shape</tt> is a very minimal demo that shows how to create
+your own OpenGL rendering widget. Now that you know that, go ahead
+and write that flight simulator you always dreamt of.
+
+<h3><a name="subwindow">subwindow</h3>
+The <tt>subwindow</tt> demo tests messaging and drawing between
+the main window and 'true' sub windows. A sub window is different
+to a group by resetting the FLTK coordinate stystem to 0, 0 in the
+top left corner. On Win32 and X11, subwindows have their own
+operating system specific handle.
+
+<h3><a name="sudoku">sudoku</h3>
+Another highly addictive game - don't play it, I warned you.
+The implementation shows how to create application icons,
+how to deal with OS specifics, and how to generate sound.
+
+<h3><a name="symbols">symbols</h3>
+<tt>symbols</tt> are a speciality of FLTK. These little vector
+drawings can be integrated into labels. They scale and rotate,
+and with a little patience, you can define your own. The rotation
+number refers to 45 degree rotations if you were looking at a
+numeric keypad (2 is down, 6 is right, etc.).
+
+<h3><a name="tabs">tabs</h3>
+The <tt>tabs</tt> tool was created with <i>fluid</i>. It tests
+correct hiding and redisplaying of tabs, navigation across tabs,
+resize behavior, and no unneeded redrawing of invisible widgets.
+
+<P>The <tt>tabs</tt> application shows the <tt>Fl_Tabs</tt> widget
+on the left and the <tt>Fl_Wizard</tt> widget on the right side
+for direct comparison of these two panel management widgets.
+
+<h3><a name="threads">threads</h3>
+FLTK can be used in a multithreading environment. There are some
+limitations, mostly due to the underlying operating system.
+<tt>threads</tt> show how to use <tt>Fl::lock()</tt>,
+<tt>Fl::unlock()</tt>, and <tt>Fl::awake()</tt> in secondary threads
+to keep FLTK happy. Although locking works on all platforms,
+this demo is not available on every machine.
+
+<h3><a name="tile">tile</h3>
+The <tt>tile</tt> tool shows a nice way of using <tt>Fl_Tile</tt>.
+To test correct resizing of subwindows, the widget for region
+1 is created from an <tt>Fl_Window</tt> class.
+
+<h3><a name="tiled_image">tiled_image</h3>
+The <tt>tiled_image</tt> demo uses an image as the background
+for a window by repeating it over the full size of the widget.
+Thw window is resizable and shows how the image gets repeated.
+
+<h3><a name="valuators">valuators</h3>
+<tt>valuators</tt> shows all of FLTK's nifty widgets to change
+numeric values.
+
+<h3><a name="fluid">fluid</h3>
+<tt>fuid</tt> is not only a big test program, but also a very
+useful visual UI designer. Many parts of <tt>fluid</tt> were
+created using <tt>fluid</tt>.
+
+*/
diff --git a/documentation/fluid.dox b/documentation/fluid.dox
new file mode 100644
index 000000000..38a82c7c6
--- /dev/null
+++ b/documentation/fluid.dox
@@ -0,0 +1,1359 @@
+/**
+
+ \page fluid 9 - Programming with FLUID
+
+<P>This chapter shows how to use the Fast Light User-Interface Designer
+(&quot;FLUID&quot;) to create your GUIs.</P>
+
+<P>Subchapters:
+<UL>
+<LI><A HREF="#what_is_fluid">What is FLUID</A></LI>
+<LI><A HREF="#fluid_under_linux">Running FLUID Under UNIX</A></LI>
+<LI><A HREF="#fluid_under_windows">Running FLUID Under Microsoft Windows</A></LI>
+<LI><A HREF="#compiling_fl_files">Compiling <TT>.fl</TT> files</A></LI>
+<LI><A HREF="#tutorial">A Short Tutorial</A></LI>
+<LI><A HREF="#references">FLUID Reference</A></LI>
+<LI><A HREF="#I18N">Internationalization with FLUID</A></LI>
+<LI><A HREF="#limitations">Know limitations</A></LI>
+</UL></P>
+
+<H2><A NAME="what_is_fluid">What is FLUID?</A></H2>
+
+<P>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 <TT>.fl</TT> files. These files
+are text, and you can (with care) edit them in a text editor,
+perhaps to get some special effects.</P>
+
+<P>FLUID can &quot;compile&quot; the <TT>.fl</TT> file into a
+<TT>.cxx</TT> and a <TT>.h</TT> file. The <TT>.cxx</TT> file
+defines all the objects from the <TT>.fl</TT> file and the
+<TT>.h</TT> file declares all the global ones. FLUID also
+supports localization (<A HREF="#I18N">Internationalization</A>)
+of label strings using message files and the GNU gettext or
+POSIX catgets interfaces.
+
+<P>A simple program can be made by putting all your code (including a <TT>
+main()</TT> function) into the <TT>.fl</TT> file and thus making the <TT>.cxx</TT> file a
+single source file to compile. Most programs are more complex than
+this, so you write other <TT>.cxx</TT> files that call the FLUID functions.
+These <TT>.cxx</TT> files must <TT>#include</TT> the <TT>.h</TT> file or they can <TT>
+#include</TT> the <TT>.cxx</TT> file so it still appears to be a single source
+file.
+
+<P ALIGN="CENTER"><IMG src="fluid-org.gif" ALT="FLUID organization."><BR>
+<I>Figure 9-1: FLUID organization.</I></P>
+
+<P>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.</P>
+<P>Widgets created by FLUID are either &quot;named&quot;, &quot;complex named&quot; or
+&quot;unnamed&quot;. 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 '-&gt;' 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.</P>
+<P>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 <TT>.cxx</TT> file.</P>
+<H2><A NAME="fluid_under_linux">Running FLUID Under UNIX</A></H2>
+ To run FLUID under UNIX, type:
+<UL>
+<PRE>
+fluid <I>filename.fl</I> &amp;</PRE>
+</UL>
+to edit the <TT>.fl</TT> file <TT>filename.fl</TT>. 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).
+<P>You can provide any of the standard FLTK switches before the filename: </P>
+<UL>
+<PRE>
+-display host:n.n
+-geometry WxH+X+Y
+-title windowtitle
+-name classname
+-iconic
+-fg color
+-bg color
+-bg2 color
+-scheme schemename
+</PRE>
+</UL>
+
+<P>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.
+
+<P>In the current version, if you don't put FLUID into the
+background with '&amp;' then you will be able to abort FLUID by
+typing <KBD>CTRL-C</KBD> on the terminal. It will exit
+immediately, losing any changes.</P>
+
+<H2><A NAME="fluid_under_windows">Running FLUID Under Microsoft Windows</A></H2>
+
+<P>To run FLUID under WIN32, double-click on the <I>FLUID.exe</I>
+file. You can also run FLUID from the Command Prompt window.
+FLUID always runs in the background under WIN32.
+
+<H2><A NAME="compiling_fl_files">Compiling <TT>.fl</TT> files</A></H2>
+
+<P>FLUID can also be called as a command-line
+&quot;compiler&quot; to create the <TT>.cxx</TT> and <TT>.h</TT>
+file from a <TT>.fl</TT> file. To do this type:
+
+<UL><PRE>
+fluid -c <I>filename.fl</I>
+</PRE></UL>
+
+<P>This will read the <TT>filename.fl</TT> file and write
+<I>filename.cxx</I> and <I> filename.h</I>. Any leading
+directory on <TT>filename.fl</TT> 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:
+
+<UL><PRE>
+my_panels.h my_panels.cxx: my_panels.fl
+ fluid -c my_panels.fl
+</PRE></UL>
+
+<P>Most versions of make support rules that cause <TT>.fl</TT>
+files to be compiled:
+
+<UL><PRE>
+.SUFFIXES: .fl .cxx .h
+.fl.h .fl.cxx:
+ fluid -c $&lt;
+</PRE></UL>
+
+<H2><A NAME="tutorial">A Short Tutorial</A></H2>
+
+<P>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.
+
+<P ALIGN=CENTER><IMG SRC="cubeview.gif" ALT="CubeView demo."><BR>
+<I>Figure 9-2: CubeView demo.</I></P>
+
+<P>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.
+<p>At the completion of this tutorial you will (hopefully) understand
+how to:
+<ol>
+<li>Use FLUID to create a complete user interface class, including
+constructor and any member functions necessary.
+<li>Use FLUID to set callbacks member functions of a custom widget
+classes.
+<li>Subclass an <a
+href="Fl_Gl_Window.html#Fl_Gl_Window"><TT>Fl_Gl_Window</TT></A> to suit
+your purposes.
+</ol>
+
+<h3>The CubeView Class</h3>
+The CubeView class is a subclass of Fl_Gl_Window. It has methods for
+setting the zoom, the <i>x</i> and <i>y</i> pan, and the rotation angle
+about the <i>x</i> and <i>y</i>axes.
+<p>You can safely skip this section as long as you realize the CubeView
+is a sublass of <tt>Fl_Gl_Window</tt> and will respond to calls from
+CubeViewUI, generated by FLUID.
+<h4><a name="def">The CubeView Class Definition</a></h4>
+Here is the CubeView class definition, as given by its header file
+"test/CubeView.h":
+<ul><pre>
+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];
+};
+</pre></ul>
+
+<h4><a name="imp">The CubeView Class Implementation</a></h4>
+
+<P>Here is the CubeView implementation. It is very similar to the
+&quot;cube&quot; demo included with FLTK.
+
+<ul><pre>
+#include "CubeView.h"
+#include &lt;math.h&gt;
+
+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();
+};
+</pre></ul>
+
+<h3>The CubeViewUI Class</h3>
+
+<P>We will completely construct a window to display and control the
+CubeView defined in the previous section using FLUID.
+
+<h4><a name="defui">Defining the CubeViewUI Class</a></h4>
+
+<P>Once you have started FLUID, the first step in defining a class is to
+create a new class within FLUID using the <b>New-&gt;Code-&gt;Class</b>
+menu item. Name the class &quot;CubeViewUI&quot; 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.
+
+<p align="center"><img src="fluid1.gif" ALT="FLUID file for CubeView."><BR>
+<I>Figure 9-3: FLUID file for CubeView.</I></p>
+
+<h4><a name="addcon">Adding the Class Constructor</a></h4>
+
+<P>Click on the CubeViewUI class in the FLUID window and add a new method
+by selecting <b>New-&gt;Code-&gt;Function/Method.</b> 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.
+
+<p>Then add a window to the CubeViewUI class. Highlight the name of
+the constructor in the FLUID browser window and click on
+<b>New-&gt;Group-&gt;Window</b>. In a similar manner add the
+following to the CubeViewUI constructor:
+
+<ul>
+<li>A horizontal roller named <tt>hrot</tt>
+<li>A vertical roller named <tt>vrot</tt>
+<li>A horizontal slider named <tt>xpan</tt>
+<li>A vertical slider named <tt>ypan</tt>
+<li>A horizontal value slider named <tt>zoom</tt>
+</ul>
+
+<P>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.
+
+<p>When you are finished you should have something like this:
+
+<p align="center"><img src="fluid2.gif" ALT="FLUID window containing CubeView demo."><BR>
+<I>Figure 9-4: FLUID window containing CubeView demo.</I></P>
+
+<p>We will talk about the <tt>show()</tt> method that is highlighted
+shortly.
+
+<h4><a name="addcube">Adding the CubeView Widget</a></h4>
+
+<P>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.
+
+<p>The CubeView class inherits the <tt>Fl_Gl_Window</tt> class, which
+is created in the same way as a <tt>Fl_Box</tt> widget. Use
+<b>New-&gt;Other-&gt;Box</b> to add a square box to the main window.
+This will be no ordinary box, however.
+
+<p>The Box properties window will appear. The key to letting CubeViewUI
+display CubeView is to enter CubeView in the &quot;Class:&quot; text
+entry box. This tells FLUID that it is not an <tt>Fl_Box</tt>, but a
+similar widget with the same constructor. In the &quot;Extra
+Code:&quot; field enter <tt>#include &quot;CubeView.h&quot;</tt>
+
+<p>This <tt>#include</tt> is important, as we have just included
+CubeView as a member of CubeViewUI, so any public CubeView methods are
+now available to CubeViewUI.
+
+<p align="center"><img src="fluid3-cxx.gif" ALT="CubeView methods."><BR>
+<I>Figure 9-5: CubeView methods.</I></p>
+
+<h4><a name="defcall">Defining the Callbacks</a></h4>
+
+<P>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 &quot;Callback&quot;
+field of the widget panel. For example, the callback for the
+<tt>ypan</tt> slider is:
+
+<ul><pre>
+cube-&gt;pany(((Fl_Slider *)o)-&gt;value());
+cube-&gt;redraw();
+</pre></ul>
+
+<P>We call <tt>cube-&gt;redraw()</tt> 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.
+
+<p>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.
+
+<h4><a name="addmeth">Adding a Class Method</a></h4>
+
+<P>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.
+
+<p>Make sure the top level CubeViewUI is selected and select
+<b>New-&gt;Code-&gt;Function/Method</b>. Just use the name
+<tt>show()</tt>. 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 <tt>void</tt>.
+
+<p align="center"><img src="fluid4.gif" ALT="CubeView constructor."><BR>
+<I>Figure 9-6: CubeView constructor.</I></p>
+
+<p>Once the new method has been added, highlight its name and select
+<B>New-&gt;Code-&gt;Code.</B> Enter the method's code in the code window.
+
+<h3><a name="addconst">Adding Constructor Initialization Code</a></h3>
+
+<P>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
+<b>New-&gt;Code-&gt;Code</b>. Add any required code.
+
+<h3><a name="gencode">Generating the Code</a></h3>
+
+<P>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 <b>Edit-&gt;Preferences</b>.
+
+<p>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.
+
+<!-- NEW PAGE -->
+
+<H2><A NAME="references">FLUID Reference</A></H2>
+
+<P>The following sections describe each of the windows in FLUID.
+
+<H3>The Widget Browser</H3>
+
+<P>The main window shows a menu bar and a scrolling browser of
+all the defined widgets. The name of the <TT>.fl</TT> file being
+edited is shown in the window title.
+
+<P>The widgets are stored in a hierarchy. You can open and close a
+level by clicking the &quot;triangle&quot; at the left of a widget.
+The leftmost widgets are the <I>parents</I>, and all the widgets
+listed below them are their <I>children</I>. Parents don't have to have
+any children.</P>
+
+<P>The top level of the hierarchy is composed of <I>functions</I> and
+<I>classes</I>. Each of these will produce a single C++ public
+function or class in the output <TT>.cxx</TT> file. Calling the function or
+instantiating the class will create all of the child widgets.</P>
+
+<P>The second level of the hierarchy contains the <I>windows</I>. Each of these
+produces an instance of class <tt>Fl_Window</tt>.</P>
+
+<P>Below that are either <I>widgets</I> (subclasses of <tt>Fl_Widget</tt>) or <I>
+groups</I> of widgets (including other groups). Plain groups are for
+layout, navigation, and resize purposes. <I>Tab groups</I> provide the
+well-known file-card tab interface.</P>
+
+<P>Widgets are shown in the browser by either their <I>name</I> (such
+as &quot;main_panel&quot; in the example), or by their <I>type</I>
+and <I>label</I> (such as &quot;Button &quot;the green&quot;&quot;).</P>
+
+<P>You <I>select</I> 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.
+
+<P>You <I>open</I> 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).</P>
+
+<H3>Menu Items</H3>
+
+<P>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: </P>
+
+<H4>File/Open... (Ctrl+o)</H4>
+
+<P>Discards the current editing session and reads in a different
+<TT>.fl</TT> file. You are asked for confirmation if you have
+changed the current file.
+
+<P>FLUID can also read <tt>.fd</tt> files produced by the Forms
+and XForms &quot;fdesign&quot; programs. It is best to
+File/Merge them instead of opening them. FLUID does not
+understand everything in a <tt>.fd</tt> 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
+<tt>.fd</tt> file with its own format, which fdesign cannot
+read! </P>
+
+<H4>File/Insert... (Ctrl+i)</H4>
+
+<P>Inserts the contents of another <TT>.fl</TT> file, without
+changing the name of the current <TT>.fl</TT> 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.
+
+<H4>File/Save (Ctrl+s)</H4>
+
+<P>Writes the current data to the <TT>.fl</TT> file. If the
+file is unnamed then FLUID will ask for a filename.
+
+<H4>File/Save As...(Ctrl+Shift+S)</H4>
+
+<P>Asks for a new filename and saves the file.
+
+<H4>File/Write Code (Ctrl+Shift+C)</H4>
+
+<P>&quot;Compiles&quot; the data into a <TT>.cxx</TT> and <TT>.h</TT>
+file. These are exactly the same as the files you get when you run
+FLUID with the <tt>-c</tt> switch.
+
+<P>The output file names are the same as the <TT>.fl</TT> file, with
+the leading directory and trailing &quot;.fl&quot; stripped, and
+&quot;.h&quot; or &quot;.cxx&quot; appended.</P>
+
+<H4>File/Write Strings (Ctrl+Shift+W)</H4>
+
+<P>Writes a message file for all of the text labels defined in
+the current file.
+
+<P>The output file name is the same as the <TT>.fl</TT> file,
+with the leading directory and trailing &quot;.fl&quot;
+stripped, and &quot;.txt&quot;, &quot;.po&quot;, or
+&quot;.msg&quot; appended depending on the <A
+HREF="#I18N">Internationalization Mode</A>.</P>
+
+<H4>File/Quit (Ctrl+q)</H4>
+
+<P>Exits FLUID. You are asked for confirmation if you have
+changed the current file.
+
+<H4>Edit/Undo (Ctrl+z)</H4>
+
+<P>This isn't implemented yet. You should do save often so you can
+recover from any mistakes you make.
+
+<H4>Edit/Cut (Ctrl+x)</H4>
+
+<P>Deletes the selected widgets and all of their children.
+These are saved to a &quot;clipboard&quot; file and can be
+pasted back into any FLUID window.
+
+<H4>Edit/Copy (Ctrl+c)</H4>
+
+<P>Copies the selected widgets and all of their children to the
+&quot;clipboard&quot; file.
+
+<H4>Edit/Paste (Ctrl+c)</H4>
+
+<P>Pastes the widgets from the clipboard file.
+
+<P>If the widget is a window, it is added to whatever function
+is selected, or contained in the current selection.</P>
+
+<P>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.</P>
+
+<P>To avoid confusion, it is best to select exactly one widget
+before doing a paste.</P>
+
+<P>Cut/paste is the only way to change the parent of a
+widget.</P>
+
+<H4>Edit/Select All (Ctrl+a)</H4>
+
+<P>Selects all widgets in the same group as the current
+selection.
+
+<P>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.</P>
+
+<H4>Edit/Open... (F1 or double click)</H4>
+
+<P>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.
+
+<H4>Edit/Sort</H4>
+
+<P>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
+&quot;Earlier&quot; and &quot;Later&quot;. This does not affect
+the positions of windows or functions.
+
+<H4>Edit/Earlier (F2)</H4>
+
+<P>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.
+
+<H4>Edit/Later (F3)</H4>
+
+<P>Moves all of the selected widgets one later in order among
+the children of their parent (if possible).
+
+<H4>Edit/Group (F7)</H4>
+
+<P>Creates a new <tt>Fl_Group</tt> and make all the currently
+selected widgets children of it.
+
+<H4>Edit/Ungroup (F8)</H4>
+
+<P>Deletes the parent group if all the children of a group are
+selected.
+
+<H4>Edit/Overlays on/off (Ctrl+Shift+O)</H4>
+
+<P>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.
+
+<H4>Edit/Project Settings... (Ctrl+p)</H4>
+
+<P>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.
+
+<P>The internationalization options are described <A
+HREF="#I18N">later in this chapter</A>.
+
+<P ALIGN="CENTER"><IMG SRC="fluid_prefs.gif" ALT="FLUID Preferences Window."><BR>
+<I>Figure 9-7: FLUID Preferences Window.</I></P>
+
+<H4>Edit/GUI Settings... (Shift+Ctrl+p)</H4>
+
+<P>Displays the GUI settings panel. This panel is used
+to control the user interface settings.
+
+<H4>New/Code/Function</H4>
+
+<P>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.
+
+<P>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 (<tt>void</tt>).</P>
+
+<P>It is possible to make the <TT>.cxx</TT> output be a
+self-contained program that can be compiled and executed. This
+is done by deleting the function name so
+<tt>main(argc,argv)</tt> is used. The function will call
+<tt>show()</tt> on all the windows it creates and then call
+<tt>Fl::run()</tt>. This can also be used to test resize
+behavior or other parts of the user interface.</P>
+
+<P>You can change the function name by double-clicking on the
+function.</P>
+
+<H4>New/Window</H4>
+
+<P>Creates a new <tt>Fl_Window</tt> 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.
+
+<P>The widget panel will also appear and is described later in
+this chapter.</P>
+
+<H4>New/...</H4>
+
+<P>All other items on the New menu are subclasses of
+<tt>Fl_Widget</tt>. 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.
+
+<P>When you create the widget you will get the widget's control
+panel, which is described later in this chapter.</P>
+
+
+<H4>Layout/Align/... </H4>
+
+<P>Align all selected widgets to the first widget in the selection.
+
+<H4>Layout/Space Evenly/... </H4>
+
+<P>Space all selected widgets evenly inside the selected space.
+Widgets will be sorted from first to last.
+
+<H4>Layout/Make Same Size/... </H4>
+
+<P>Make all slected widgets the same size as the first selected widget.
+
+<H4>Layout/Center in Group/... </H4>
+
+<P>Center all selected widgets relative to their parent widget
+
+<H4>Layout/Grid... (Ctrl+g)</H4>
+
+<P>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.
+
+
+<H4>Shell/Execute Command... (Alt+x)</H4>
+
+<P>Displays the shell command panel. The shell command
+is commonly used to run a 'make' script to compile the FLTK output.
+
+<H4>Shell/Execute Again (Alt+g)</H4>
+
+<P>Run the shell command again.
+
+<H4>Help/About FLUID</H4>
+
+<P>Pops up a panel showing the version of FLUID.
+
+<H4>Help/On FLUID</H4>
+
+<P>Shows this chapter of the manual.
+
+<H4>Help/Manual</H4>
+
+<P>Shows the contents page of the manual
+
+<H3>The Widget Panel</H3>
+
+<P>When you double-click on a widget or a set of widgets you
+will get the &quot;widget attribute panel&quot;.
+
+<P>When you change attributes using this panel, the changes are
+reflected immediately in the window. It is useful to hit the
+&quot;no overlay&quot; 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.
+
+<P>If you have several widgets selected, they may have different
+values for the fields. In this case the value for <I>one</I> of
+the widgets is shown. But if you change this value, <I>all</I>
+of the selected widgets are changed to the new value.
+
+<P>Hitting &quot;OK&quot; 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.
+
+<P>&quot;Revert&quot; or &quot;Cancel&quot; put everything back
+to when you last brought up the panel or hit OK. However in the
+current version of FLUID, changes to &quot;visible&quot;
+attributes (such as the color, label, box) are not undone by
+revert or cancel. Changes to code like the callbacks are
+undone, however.
+
+<!-- NEW PAGE -->
+<P ALIGN="CENTER"><IMG src="fluid_widget_gui.gif" ALT="The FLUID widget GUI attributes."><BR>
+<I>Figure 9-8: The FLUID widget GUI attributes.</I></P>
+
+<H3><A name="widget_attributes">GUI Attributes</A></H3>
+
+<H4>Label (text field)</H4>
+
+<P>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.</P>
+
+<P><A href="common.html#symbols">Symbols</A> can be added to the
+label using the at sign ("@").
+
+<H4>Label (pull down menu)</H4>
+
+<P>How to draw the label. Normal, shadowed, engraved, and
+embossed change the appearance of the text.
+
+<H4>Image</H4>
+
+<P>The active image for the widget. Click on the
+<B>Browse...</B> button to pick an image file using the file
+chooser.
+
+<H4>Inactive</H4>
+
+<P>The inactive image for the widget. Click on the
+<B>Browse...</B> button to pick an image file using the file
+chooser.
+
+<H4>Alignment (buttons)</H4>
+
+<P>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
+&quot;box&quot; button puts the label inside the widget, rather
+than outside.
+
+<P>The <B>clip</B> button clips the label to the widget box, the
+<B>wrap</B> button wraps any text in the label, and the <B>text
+image</B> button puts the text over the image instead of under
+the image.
+
+<H4>Position (text fields)</H4>
+
+<P>The position fields show the current position and size of the
+widget box. Enter new values to move and/or resize a widget.
+
+<H4>Values (text fields)</H4>
+
+<P>The values and limits of the current widget. Depending on the
+type of widget, some or all of these fields may be inactive.
+
+<H4>Shortcut</H4>
+
+<P>The shortcut key to activate the widget. Click on the
+shortcut button and press any key sequence to set the shortcut.
+
+<H4>Attributes (buttons)</H4>
+
+<P>The <B>Visible</B> 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.
+
+<P>The <B>Active</B> button controls whether the widget is
+activated (on) or deactivated (off) initially. Most widgets
+appear greyed out when deactivated.
+
+<P>The <B>Resizable</B> button controls whether the window is
+resizeable. In addition all the size changes of a window or
+group will go &quot;into&quot; 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
+<I>not</I> the same as what will happen in the user program.</P>
+
+<P>The <B>Hotspot</B> button causes the parent window to be
+positioned with that widget centered on the mouse. This
+position is determined <I>when the FLUID function is called</I>,
+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
+<tt>show()</tt>.
+
+<P>The <B>Border</B> 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.
+
+<H4>X Class (text field)</H4>
+
+<P>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.
+
+
+<P ALIGN="CENTER"><IMG src="fluid_widget_style.gif" ALT="The FLUID widget Style attributes."><BR>
+<I>Figure 9-9: The FLUID widget Style attributes.</I></P>
+
+<H3>Style Attributes</H3>
+
+<H4>Label Font (pulldown menu)</H4>
+
+<P>Font to draw the label in. Ignored by symbols, bitmaps, and
+pixmaps. Your program can change the actual font used by these
+&quot;slots&quot; in case you want some font other than the 16
+provided.
+
+<H4>Label Size (pulldown menu)</H4>
+
+<P>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.
+
+<H4>Label Color (button)</H4>
+
+<P>Color to draw the label. Ignored by pixmaps (bitmaps,
+however, do use this color as the foreground color).
+
+<H4>Box (pulldown menu)</H4>
+
+<P>The boxtype to draw as a background for the widget.
+
+<P>Many widgets will work, and draw faster, with a
+&quot;frame&quot; instead of a &quot;box&quot;. 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.</P>
+
+<P>If a window is filled with child widgets, you can speed up
+redrawing by changing the window's box type to
+&quot;NO_BOX&quot;. 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.</P>
+
+<H4>Down Box (pulldown menu)</H4>
+
+<P>The boxtype to draw when a button is pressed or for some
+parts of other widgets like scrollbars and valuators.
+
+<H4>Color (button)</H4>
+
+<P>The color to draw the box with.</P>
+
+<H4>Select Color (button)</H4>
+
+<P>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.</P>
+
+<H4>Text Font, Size, and Color</H4>
+
+<P>Some widgets display text, such as input fields, pull-down
+menus, and browsers.
+
+
+<P ALIGN="CENTER"><IMG src="fluid_widget_cxx.gif" ALT="The FLUID widget C++ attributes."><BR>
+<I>Figure 9-10: The FLUID widget C++ attributes.</I></P>
+
+<H3>C++ Attributes</H3>
+
+<H4>Class</H4>
+
+<P>This is how you use your own subclasses of
+<tt>Fl_Widget</tt>. Whatever identifier you type in here will
+be the class that is instantiated.
+
+<P>In addition, no <tt>#include</tt> header file is put in the
+<TT>.h</TT> file. You must provide a <tt>#include</tt> line as
+the first line of the &quot;Extra Code&quot; which declares your
+subclass.</P>
+
+<P>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 &quot;Fl_Double_Window&quot; and to add &quot;#include
+&lt;FL/Fl_Double_Window.h&gt;&quot; to the extra code.</P>
+
+<H4>Type (upper-right pulldown menu)</H4>
+
+<P>Some classes have subtypes that modify their appearance or behavior.
+You pick the subtype off of this menu.
+
+<H4>Name (text field)</H4>
+
+<P>Name of a variable to declare, and to store a pointer to this
+widget into. This variable will be of type &quot;&lt;class&gt;*&quot;. If the name is
+blank then no variable is created.
+
+<P>You can name several widgets with &quot;name[0]&quot;, &quot;name[1]&quot;, &quot;name[2]&quot;,
+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.</P>
+
+<H4>Public (button)</H4>
+
+<P>Controls whether the widget is publicly accessible. When
+embedding widgets in a C++ class, this controls whether the
+widget is <TT>public</TT> or <TT>private</TT> in the class.
+Otherwise is controls whether the widget is declared
+<TT>static</TT> or global (<TT>extern</TT>).
+
+<H4>Extra Code (text fields)</H4>
+
+<P>These four fields let you type in literal lines of code to
+dump into the <TT>.h</TT> or <TT>.cxx</TT> files.
+
+<P>If the text starts with a <tt>#</tt> or the word
+<tt>extern</tt> then FLUID thinks this is an &quot;include&quot;
+line, and it is written to the <TT>.h</TT> file. If the same
+include line occurs several times then only one copy is
+written.</P>
+
+<P>All other lines are &quot;code&quot; lines. The current
+widget is pointed to by the local variable <tt>o</tt>. The
+window being constructed is pointed to by the local variable
+<tt>w</tt>. You can also access any arguments passed to the
+function here, and any named widgets that are before this
+one.</P>
+
+<P>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 <TT>.cxx</TT>
+code.</P>
+
+<H4>Callback (text field)</H4>
+
+<P>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.
+
+<P>A name names a function in your own code. It must be
+declared as <tt>void name(&lt;class&gt;*,void*)</tt>.</P>
+
+<P>A code snippet is inserted into a static function in the
+<TT>.cxx</TT> output file. The function prototype is <tt>void
+name(class *o, void *v)</tt> so that you can refer to the
+widget as <tt>o</tt> and the <tt>user_data()</tt> as
+<tt>v</tt>. 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.</P>
+
+<P>If the callback is blank then no callback is set.</P>
+
+<H4>User Data (text field)</H4>
+
+<P>This is a value for the <tt>user_data()</tt> 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 <tt>void</tt> pointer.
+
+<H4>Type (text field)</H4>
+
+<P>The <tt>void *</tt> in the callback function prototypes is
+replaced with this. You may want to use <tt>long</tt> for old
+XForms code. Be warned that anything other than <tt>void *</tt>
+is not guaranteed to work! However on most architectures other
+pointer types are ok, and <tt>long</tt> is usually ok, too.
+
+<H4>When (pulldown menu)</H4>
+
+<P>When to do the callback. This can be <B>Never</B>,
+<B>Changed</B>, <B>Release</B>, or <B>Enter Key</B>. The value of
+<B>Enter Key</B> is only useful for text input fields.
+
+<P>There are other rare but useful values for the
+<tt>when()</tt> field that are not in the menu. You should use
+the extra code fields to put these values in.</P>
+
+<H4>No Change (button)</H4>
+
+<P>The <B>No Change</B> button means the callback is done on the
+matching event even if the data is not changed.
+
+<H3>Selecting and Moving Widgets</H3>
+
+<P>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 <KBD>ESC</KBD>.
+
+<P>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.</P>
+
+<P>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.</P>
+
+<P>The selected widgets are shown with a red &quot;overlay&quot;
+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.</P>
+
+<P>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.</P>
+
+<P>The arrow, tab, and shift+tab keys &quot;navigate&quot; 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
+&quot;Sort&quot; 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.</P>
+
+<P>To &quot;open&quot; a widget, double click it. To open
+several widgets select them and then type F1 or pick
+&quot;Edit/Open&quot; off the pop-up menu.</P>
+
+<P>Type Ctrl+o to temporarily toggle the overlay off without
+changing the selection, so you can see the widget borders.</P>
+
+<P>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.</P>
+
+<P>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:</P>
+
+<H3><A name="images">Images</A></H3>
+
+<P>The <I>contents</I> of the image files in the <B>Image</B>
+and <B>Inactive</B> text fields are written to the <TT>.cxx</TT>
+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.</P>
+
+<P>However, the <I>filenames</I> are stored in the <TT>.fl</TT>
+file so you will need the image files as well to read the
+<TT>.fl</TT> file. Filenames are relative to the location of the
+<TT>.fl</TT> file and not necessarily the current directory. We
+recommend you either put the images in the same directory as the
+<TT>.fl</TT> file, or use absolute path names.</P>
+
+<H4>Notes for All Image Types</H4>
+
+<P>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
+&quot;Fl::visual(FL_RGB)&quot; to your code right before the
+first window is displayed.
+
+<P>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.</P>
+
+<P>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
+<TT>.fl</TT> file.</P>
+
+<P>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.</P>
+
+<P>To more accurately place images, make a new &quot;box&quot;
+widget and put the image in that as the label.</P>
+
+<H4>XBM (X Bitmap) Files</H4>
+
+<P>FLUID reads X bitmap files which use C source code to define
+a bitmap. Sometimes they are stored with the &quot;.h&quot; or
+&quot;.bm&quot; extension rather than the standard
+&quot;.xbm&quot; extension.
+
+<P>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.</P>
+
+<P>The program &quot;bitmap&quot; on the X distribution does an
+adequate job of editing bitmaps.</P>
+
+<H4>XPM (X Pixmap) Files</H4>
+
+<P>FLUID reads X pixmap files as used by the <TT>libxpm</TT>
+library. These files use C source code to define a pixmap. The
+filenames usually have the &quot;.xpm&quot; extension.
+
+<P>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.</P>
+
+<P>We have not found any good editors for small iconic pictures.
+For pixmaps we have used <A
+href="http://home.worldonline.dk/~torsten/xpaint/index.html">XPaint</A>
+and the KDE icon editor.</P>
+
+<H4>BMP Files</H4>
+
+<P>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 <TT>.bmp</TT> file.</P>
+
+<H4>GIF Files</H4>
+
+<P>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 <TT>.gif</TT> file. Only
+the first image of an animated GIF file is used.</P>
+
+<H4>JPEG Files</H4>
+
+<P>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.
+
+<H4>PNG (Portable Network Graphics) Files</H4>
+
+<P>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.
+
+<H2><A NAME="I18N">Internationalization with FLUID</A></H2>
+
+<P>FLUID supports internationalization (I18N for short) of label
+strings used by widgets. The preferences window
+(<TT>Ctrl+p</TT>) provides access to the I18N options.
+
+<H3>I18N Methods</H3>
+
+<P>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.
+
+<P>The "GNU gettext" method uses GNU gettext (or a similar
+text-based I18N library) to retrieve a localized string before
+calling the widget constructor.
+
+<P>The "POSIX catgets" method uses the POSIX catgets function to
+retrieve a numbered message from a message catalog before
+calling the widget constructor.
+
+<H3>Using GNU gettext for I18N</H3>
+
+<P>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 <TT>setlocale()</TT> and <TT>textdomain()</TT> or
+<TT>bindtextdomain()</TT> to select the appropriate language and
+message file.
+
+<P>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.
+
+<P ALIGN="CENTER"><IMG SRC="fluid-gettext.gif" ALT="I18N using GNU gettext."><BR>
+<I>Figure 9-11: Internationalization using GNU gettext.</I></P>
+
+<P>The "#include" field controls the header file to include for
+I18N; by default this is <TT>&lt;libintl.h&gt;</TT>, the
+standard I18N file for GNU gettext.
+
+<P>The "Function" field controls the function (or macro) that
+will retrieve the localized message; by default the
+<TT>gettext</TT> function will be called.
+
+<H3>Using POSIX catgets for I18N</H3>
+
+<P>FLUID's code support for POSIX catgets allows you to use a
+global message file for all interfaces or a file specific to
+each <TT>.fl</TT> file; you still need to call
+<TT>setlocale()</TT> to select the appropriate language.
+
+<P>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.
+
+<P ALIGN="CENTER"><IMG SRC="fluid-catgets.gif" ALT="I18N using POSIX catgets."><BR>
+<I>Figure 9-12: Internationalization using POSIX catgets.</I></P>
+
+<P>The "#include" field controls the header file to include for
+I18N; by default this is <TT>&lt;nl_types.h&gt;</TT>, the
+standard I18N file for POSIX catgets.
+
+<P>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
+<TT>.fl</TT> file.
+
+<P>The "Set" field controls the set number in the catalog file.
+The default set is 1 and rarely needs to be changed.
+
+<H2><A NAME="limitations">Know limitations</A></H2>
+
+Declaration Blocks can be used to temporarily block out already
+designed code using <code>#if 0</code> and <code>#endif</code>
+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
+
+<P>This appendix describes the Forms compatibility included with FLTK.
+<H2>Importing Forms Layout Files</H2>
+<A href=fluid.html#FLUID>FLUID</A> can read the .fd files put out by
+all versions of Forms and XForms fdesign. However, it will mangle them
+a bit, but it prints a warning message about anything it does not
+understand. FLUID cannot write fdesign files, so you should save to a
+new name so you don't write over the old one.
+<P>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, <TT>
+&lt;FL/forms.H&gt;</TT>. </P>
+<H2>Using the Compatibility Header File</H2>
+ You should be able to compile existing Forms or XForms source code by
+changing the include directory switch to your compiler so that the <TT>
+forms.h</TT> file supplied with FLTK is included. Take a look at <TT>
+forms.h</TT> to see how it works, but the basic trick is lots of inline
+functions. Most of the XForms demo programs work without changes.
+<P>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. </P>
+<P>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. </P>
+<P>To use any new features of FLTK, you should rewrite your code to not
+use the inline functions and instead use &quot;pure&quot; 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 <TT>forms.H</TT> a lot. </P>
+<H2>Problems You Will Encounter</H2>
+<P>Many parts of XForms use X-specific structures like <TT>XEvent</TT>
+ in their interface. I did not emulate these! Unfortunately these
+features (such as the &quot;canvas&quot; widget) are needed by most large
+programs. You will need to rewrite these to use FLTK subclasses. </P>
+<P><A href=Fl_Free.html#Fl_Free><TT>Fl_Free</TT></A> widgets emulate
+the <I>old</I> Forms &quot;free&quot; widget. It may be useful for porting
+programs that change the <TT>handle()</TT> function on widgets, but you
+will still need to rewrite things. </P>
+<P><A href=Fl_Timer.html#Fl_Timer><TT>Fl_Timer</TT></A> widgets are
+provided to emulate the XForms timer. These work, but are quite
+inefficient and inaccurate compared to using <A href="Fl.html#Fl.add_timeout">
+<TT>Fl::add_timeout()</TT></A>. </P>
+<P><I>All instance variables are hidden.</I> 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 &quot;-&gt;x&quot; with &quot;-&gt;x()&quot;, etc. Replace
+&quot;boxtype&quot; with &quot;box()&quot;. </P>
+<P><TT>const char *</TT> arguments to most FLTK methods are simply
+stored, while Forms would <TT>strdup()</TT> 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 <TT>
+label()</TT>. If you are using labels to display program output you
+may want to try the <A href=Fl_Output.html#Fl_Output><TT>Fl_Output</TT></A>
+ widget. </P>
+<P>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. </P>
+<P>fdesign outputs a setting of a &quot;fdui&quot; 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 <TT>user_data()</TT>
+ field of a window. To do this, search through the fdesign output for
+all occurances of &quot;-&gt;fdui&quot; and edit to use &quot;-&gt;user_data()&quot; instead.
+ This will require casts and is not trivial. </P>
+<P>The prototype for the functions passed to <TT>fl_add_timeout()</TT>
+ and <TT>fl_set_idle_callback()</TT> callback are different. </P>
+<P><B>All the following XForms calls are missing:</B></P>
+<UL>
+<LI><TT>FL_REVISION</TT>, <TT>fl_library_version()</TT></LI>
+<LI><TT>FL_RETURN_DBLCLICK</TT> (use <TT>Fl::event_clicks()</TT>) </LI>
+<LI><TT>fl_add_signal_callback()</TT></LI>
+<LI><TT>fl_set_form_atactivate()</TT> <TT>fl_set_form_atdeactivate()</TT>
+</LI>
+<LI><TT>fl_set_form_property()</TT></LI>
+<LI><TT>fl_set_app_mainform()</TT>, <TT>fl_get_app_mainform()</TT></LI>
+<LI><TT>fl_set_form_minsize()</TT>, <TT>fl_set_form_maxsize()</TT></LI>
+<LI><TT>fl_set_form_event_cmask()</TT>, <TT>fl_get_form_event_cmask()</TT>
+</LI>
+<LI><TT>fl_set_form_dblbuffer()</TT>, <TT>fl_set_object_dblbuffer()</TT>
+ (use an <TT>Fl_Double_Window</TT> instead) </LI>
+<LI><TT>fl_adjust_form_size()</TT></LI>
+<LI><TT>fl_register_raw_callback()</TT></LI>
+<LI><TT>fl_set_object_bw()</TT>, <TT>fl_set_border_width()</TT></LI>
+<LI><TT>fl_set_object_resize()</TT>, <TT>fl_set_object_gravity()</TT></LI>
+<LI><TT>fl_set_object_shortcutkey()</TT></LI>
+<LI><TT>fl_set_object_automatic()</TT></LI>
+<LI><TT>fl_get_object_bbox()</TT> (maybe FLTK should do this) </LI>
+<LI><TT>fl_set_object_prehandler()</TT>, <TT>fl_set_object_posthandler()</TT>
+</LI>
+<LI><TT>fl_enumerate_fonts()</TT></LI>
+<LI>Most drawing functions </LI>
+<LI><TT>fl_set_coordunit()</TT> (FLTK uses pixels all the time) </LI>
+<LI><TT>fl_ringbell()</TT></LI>
+<LI><TT>fl_gettime()</TT></LI>
+<LI><TT>fl_win*()</TT> (all these functions) </LI>
+<LI><TT>fl_initialize(argc,argv,x,y,z)</TT> ignores last 3 arguments </LI>
+<LI><TT>fl_read_bitmapfile()</TT>, <TT>fl_read_pixmapfile()</TT></LI>
+<LI><TT>fl_addto_browser_chars()</TT></LI>
+<LI><TT>FL_MENU_BUTTON</TT> just draws normally </LI>
+<LI><TT>fl_set_bitmapbutton_file()</TT>, <TT>fl_set_pixmapbutton_file()</TT>
+</LI>
+<LI><TT>FL_CANVAS</TT> objects </LI>
+<LI><TT>FL_DIGITAL_CLOCK</TT> (comes out analog) </LI>
+<LI><TT>fl_create_bitmap_cursor()</TT>, <TT>fl_set_cursor_color()</TT></LI>
+<LI><TT>fl_set_dial_angles()</TT></LI>
+<LI><TT>fl_show_oneliner()</TT></LI>
+<LI><TT>fl_set_choice_shortcut(a,b,c) </TT></LI>
+<LI>command log </LI>
+<LI>Only some of file selector is emulated </LI>
+<LI><TT>FL_DATE_INPUT</TT></LI>
+<LI><TT>fl_pup*()</TT> (all these functions) </LI>
+<LI>textbox object (should be easy but I had no sample programs) </LI>
+<LI>xyplot object </LI>
+</UL>
+<H2>Additional Notes</H2>
+ These notes were written for porting programs written with the older
+IRISGL version of Forms. Most of these problems are the same ones
+encountered when going from old Forms to XForms:
+<H3>Does Not Run In Background</H3>
+ The IRISGL library always forked when you created the first window,
+unless &quot;foreground()&quot; was called. FLTK acts like &quot;foreground()&quot; is
+called all the time. If you really want the fork behavior do &quot;if
+(fork()) exit(0)&quot; right at the start of your program.
+<H3>You Cannot Use IRISGL Windows or fl_queue</H3>
+ If a Forms (not XForms) program if you wanted your own window for
+displaying things you would create a IRISGL window and draw in it,
+periodically calling Forms to check if the user hit buttons on the
+panels. If the user did things to the IRISGL window, you would find
+this out by having the value FL_EVENT returned from the call to Forms.
+<P>None of this works with FLTK. Nor will it compile, the necessary
+calls are not in the interface. </P>
+<P>You have to make a subclass of <A href=Fl_Gl_Window.html#Fl_Gl_Window>
+<TT>Fl_Gl_Window</TT></A> and write a <TT>draw()</TT> method and <TT>
+handle()</TT> method. This may require anywhere from a trivial to a
+major rewrite. </P>
+<P>If you draw into the overlay planes you will have to also write a <TT>
+draw_overlay()</TT> method and call <TT>redraw_overlay()</TT> on the
+OpenGL window. </P>
+<P>One easy way to hack your program so it works is to make the <TT>
+draw()</TT> and <TT>handle()</TT> methods on your window set some
+static variables, storing what event happened. Then in the main loop
+of your program, call <TT>Fl::wait()</TT> and then check these
+variables, acting on them as though they are events read from <TT>
+fl_queue</TT>. </P>
+<H3>You Must Use OpenGL to Draw Everything</H3>
+<P>The file <TT>&lt;FL/gl.h&gt;</TT> defines replacements for a lot of IRISGL
+calls, translating them to OpenGL. There are much better translators
+available that you might want to investigate. </P>
+<H3>You Cannot Make Forms Subclasses</H3>
+ Programs that call <TT>fl_make_object</TT> or directly setting the
+handle routine will not compile. You have to rewrite them to use a
+subclass of <TT>Fl_Widget</TT>. It is important to note that the <TT>
+handle()</TT> method is not exactly the same as the <TT>handle()</TT>
+ function of Forms. Where a Forms <TT>handle()</TT> returned non-zero,
+your <TT>handle()</TT> must call <TT>do_callback()</TT>. And your <TT>
+handle()</TT> must return non-zero if it &quot;understood&quot; the event.
+<P>An attempt has been made to emulate the &quot;free&quot; widget. This appears
+to work quite well. It may be quicker to modify your subclass into a
+&quot;free&quot; widget, since the &quot;handle&quot; functions match. </P>
+<P>If your subclass draws into the overlay you are in trouble and will
+have to rewrite things a lot. </P>
+<H3>You Cannot Use &lt;device.h&gt;</H3>
+ If you have written your own &quot;free&quot; widgets you will probably get a
+lot of errors about &quot;getvaluator&quot;. You should substitute:
+<CENTER><TABLE border=1 WIDTH=90% summary="Mapping of Forms valuators to FLTK.">
+<TR><TH align=center>Forms</TH><TH align=center>FLTK</TH></TR>
+<TR><TD>MOUSE_X</TD><TD>Fl::event_x_root()</TD></TR>
+<TR><TD>MOUSE_Y</TD><TD>Fl::event_y_root()</TD></TR>
+<TR><TD>LEFTSHIFTKEY,RIGHTSHIFTKEY</TD><TD>Fl::event_shift()</TD></TR>
+<TR><TD>CAPSLOCKKEY</TD><TD>Fl::event_capslock()</TD></TR>
+<TR><TD>LEFTCTRLKEY,RIGHTCTRLKEY</TD><TD>Fl::event_ctrl()</TD></TR>
+<TR><TD>LEFTALTKEY,RIGHTALTKEY</TD><TD>Fl::event_alt()</TD></TR>
+<TR><TD>MOUSE1,RIGHTMOUSE</TD><TD>Fl::event_state()</TD></TR>
+<TR><TD>MOUSE2,MIDDLEMOUSE</TD><TD>Fl::event_state()</TD></TR>
+<TR><TD>MOUSE3,LEFTMOUSE</TD><TD>Fl::event_state()</TD></TR>
+</TABLE></CENTER>
+ Anything else in <TT>getvaluator</TT> and you are on your own...
+<H3>Font Numbers Are Different</H3>
+ The &quot;style&quot; numbers have been changed because I wanted to insert
+bold-italic versions of the normal fonts. If you use Times, Courier,
+or Bookman to display any text you will get a different font out of
+FLTK. If you are really desperate to fix this use the following code:
+<UL>
+<PRE>
+fl_font_name(3,&quot;*courier-medium-r-no*&quot;);
+fl_font_name(4,&quot;*courier-bold-r-no*&quot;);
+fl_font_name(5,&quot;*courier-medium-o-no*&quot;);
+fl_font_name(6,&quot;*times-medium-r-no*&quot;);
+fl_font_name(7,&quot;*times-bold-r-no*&quot;);
+fl_font_name(8,&quot;*times-medium-i-no*&quot;);
+fl_font_name(9,&quot;*bookman-light-r-no*&quot;);
+fl_font_name(10,&quot;*bookman-demi-r-no*&quot;);
+fl_font_name(11,&quot;*bookman-light-i-no*&quot;);
+</PRE>
+
+*/
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
+
+<P>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.</P>
+<H2>Using the GLUT Compatibility Header File</H2>
+<P>You should be able to compile existing GLUT source code by including <TT>&lt;FL/glut.H&gt;</TT> instead of <TT>&lt;GL/glut.h&gt;</TT>. This can be done by editing the source, by changing the <TT>-I</TT> switches to the compiler, or by providing a symbolic link from <TT>GL/glut.h</TT> to <TT>FL/glut.H</TT>.</P>
+<P><I>All files calling GLUT procedures must be compiled with C++</I>. 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.</P>
+<P>You must link with the FLTK library. Most of <TT>FL/glut.H</TT> is inline functions. You should take a look at it (and maybe at <TT>test/glpuzzle.cxx</TT> in the FLTK source) if you are having trouble porting your GLUT program. </P>
+<P>This has been tested with most of the demo programs that come with the GLUT and FreeGLUT distributions.</P>
+<H2>Known Problems</H2>
+<P>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:
+<UL>
+<LI><TT>glutGet(GLUT_ELAPSED_TIME)</TT></LI>
+<LI><TT>glutGet(GLUT_SCREEN_HEIGHT_MM)</TT></LI>
+<LI><TT>glutGet(GLUT_SCREEN_WIDTH_MM)</TT></LI>
+<LI><TT>glutGet(GLUT_WINDOW_NUM_CHILDREN)</TT></LI>
+<LI><TT>glutInitDisplayMode(GLUT_LUMINANCE)</TT></LI>
+<LI><TT>glutLayerGet(GLUT_HAS_OVERLAY)</TT></LI>
+<LI><TT>glutLayerGet(GLUT_LAYER_IN_USE)</TT></LI>
+<LI><TT>glutPushWindow()</TT></LI>
+<LI><TT>glutSetColor(), glutGetColor(), glutCopyColormap()</TT></LI>
+<LI><TT>glutVideoResize()</TT> missing. </LI>
+<LI><TT>glutWarpPointer()</TT></LI>
+<LI><TT>glutWindowStatusFunc()</TT></LI>
+<LI>Spaceball, buttonbox, dials, and tablet functions</LI>
+</UL>
+ Most of the symbols/enumerations have different values than GLUT uses.
+ This will break code that relies on the actual values. The only
+symbols guaranteed to have the same values are true/false pairs like <TT>
+GLUT_DOWN</TT> and <TT>GLUT_UP</TT>, mouse buttons <TT>
+GLUT_LEFT_BUTTON, GLUT_MIDDLE_BUTTON, GLUT_RIGHT_BUTTON</TT>, and <TT>
+GLUT_KEY_F1</TT> thru <TT>F12</TT>.
+<P>The strings passed as menu labels are not copied. </P>
+<P><TT>glutPostRedisplay()</TT> does not work if called from inside a
+display function. You must use <TT>glutIdleFunc()</TT> if you want
+your display to update continuously. </P>
+<P><TT>glutSwapBuffers()</TT> does not work from inside a display
+function. This is on purpose, because FLTK swaps the buffers for you. </P>
+<P><TT>glutUseLayer()</TT> does not work well, and should only be used
+to initialize transformations inside a resize callback. You should
+redraw overlays by using <TT>glutOverlayDisplayFunc()</TT>. </P>
+<P>Overlays are cleared before the overlay display function is called. <TT>
+glutLayerGet(GLUT_OVERLAY_DAMAGED)</TT> always returns true for
+compatibility with some GLUT overlay programs. You must rewrite your
+code so that <TT>gl_color()</TT> is used to choose colors in an
+overlay, or you will get random overlay colors. </P>
+<P><TT>glutSetCursor(GLUT_CURSOR_FULL_CROSSHAIR)</TT> just results in a
+small crosshair. </P>
+<P>The fonts used by <TT>glutBitmapCharacter() and glutBitmapWidth()</TT>
+ may be different. </P>
+<P><TT>glutInit(argc,argv)</TT> will consume different switches than
+GLUT does. It accepts the switches recognized by <A href="Fl.html#Fl.args">
+<TT>Fl::args()</TT></A>, and will accept any abbreviation of these
+switches (such as &quot;-di&quot; for &quot;-display&quot;). </P>
+<H2>Mixing GLUT and FLTK Code</H2>
+ You can make your GLUT window a child of a <TT>Fl_Window</TT> with the
+following scheme. The biggest trick is that GLUT insists on <TT>show()</TT>
+'ing the window at the point it is created, which means the <TT>
+Fl_Window</TT> parent window must already be shown.
+<UL>
+<LI>Don't call <TT>glutInit()</TT>. </LI>
+<LI>Create your <TT>Fl_Window</TT>, and any FLTK widgets. Leave a
+blank area in the window for your GLUT window. </LI>
+<LI><TT>show()</TT> the <TT>Fl_Window</TT>. Perhaps call <TT>
+show(argc,argv)</TT>. </LI>
+<LI>Call <TT>window-&gt;begin()</TT> so that the GLUT window will be
+automatically added to it. </LI>
+<LI>Use <TT>glutInitWindowSize()</TT> and <TT>glutInitWindowPosition()</TT>
+ to set the location in the parent window to put the GLUT window. </LI>
+<LI>Put your GLUT code next. It probably does not need many changes.
+ Call <TT>window-&gt;end()</TT> immediately after the <TT>
+glutCreateWindow()</TT>! </LI>
+<LI>You can call either <TT>glutMainLoop()</TT>, <TT>Fl::run()</TT>, or
+loop calling <TT>Fl::wait()</TT> to run the program. </LI>
+</UL>
+<HR break>
+<H2><A name=Fl_Glut_Window>class Fl_Glut_Window</A></H2>
+<HR>
+<H3>Class Hierarchy</H3>
+<UL>
+<PRE>
+<A href=Fl_Gl_Window.html#Fl_Gl_Window>Fl_Gl_Window</A>
+ |
+ +----<B>Fl_Glut_Window</B>
+</PRE>
+</UL>
+<H3>Include Files</H3>
+<UL>
+<PRE>
+#include &lt;FL/glut.H&gt;
+</PRE>
+</UL>
+<H3>Description</H3>
+ Each GLUT window is an instance of this class. You may find it useful
+to manipulate instances directly rather than use GLUT window id's.
+ These may be created without opening the display, and thus can fit
+better into FLTK's method of creating windows.
+<P>The current GLUT window is available in the global variable <TT>
+glut_window</TT>. </P>
+<P><TT>new Fl_Glut_Window(...)</TT> is the same as <TT>
+glutCreateWindow()</TT> except it does not <TT>show()</TT> the window
+or make the window current. </P>
+<P><TT>window-&gt;make_current()</TT> is the same as <TT>
+glutSetWindow(number)</TT>. If the window has not had <TT>show()</TT>
+ called on it yet, some functions that assumme an OpenGL context will
+not work. If you do <TT>show()</TT> the window, call <TT>make_current()</TT>
+ again to set the context. </P>
+<P><TT>~Fl_Glut_Window()</TT> is the same as <TT>glutDestroyWindow()</TT>
+. </P>
+<H3>Members</H3>
+The <TT>Fl_Glut_Window</TT> class contains several public members that can
+be altered directly:
+<CENTER><TABLE WIDTH="80%" BORDER="1" ALT="Fl_Glut_Window public members.">
+<TR>
+ <TH>member</TH>
+ <TH>description</TH>
+</TR>
+<TR>
+ <TD>display</TD>
+ <TD>A pointer to the function to call to draw the normal planes.</TD>
+</TR>
+<TR>
+ <TD>entry</TD>
+ <TD>A pointer to the function to call when the mouse moves into
+ or out of the window.</TD>
+</TR>
+<TR>
+ <TD>keyboard</TD>
+ <TD>A pointer to the function to call when a regular key is pressed.</TD>
+</TR>
+<TR>
+ <TD>menu[3]</TD>
+ <TD>The menu to post when one of the mouse buttons is pressed.</TD>
+</TR>
+<TR>
+ <TD>mouse</TD>
+ <TD>A pointer to the function to call when a button is pressed or
+ released.</TD>
+</TR>
+<TR>
+ <TD>motion</TD>
+ <TD>A pointer to the function to call when the mouse is moved with
+ a button down.</TD>
+</TR>
+<TR>
+ <TD>overlaydisplay</TD>
+ <TD>A pointer to the function to call to draw the overlay planes.</TD>
+</TR>
+<TR>
+ <TD>passivemotion</TD>
+ <TD>A pointer to the function to call when the mouse is moved with
+ no buttons down.</TD>
+</TR>
+<TR>
+ <TD>reshape</TD>
+ <TD>A pointer to the function to call when the window is resized.</TD>
+</TR>
+<TR>
+ <TD>special</TD>
+ <TD>A pointer to the function to call when a special key is pressed.</TD>
+</TR>
+<TR>
+ <TD>visibility</TD>
+ <TD>A pointer to the function to call when the window is iconified
+ or restored (made visible.)</TD>
+</TR>
+</TABLE></CENTER>
+
+<H3>Methods</H3>
+<UL>
+<LI><A href=#Fl_Glut_Window.Fl_Glut_Window>Fl_Glut_Window</A></LI>
+<LI><A href=#Fl_Glut_Window.~Fl_Glut_Window>~Fl_Glut_Window</A></LI>
+<LI><A href=#Fl_Glut_Window.make_current>make_current</A></LI>
+</UL>
+<H4><A name=Fl_Glut_Window.Fl_Glut_Window>
+Fl_Glut_Window::Fl_Glut_Window(int x, int y, int w, int h, const char
+*title = 0)
+<BR> Fl_Glut_Window::Fl_Glut_Window(int w, int h, const char *title = 0)</A>
+</H4>
+ The first constructor takes 4 int arguments to create the window with
+a preset position and size. The second constructor with 2 arguments
+will create the window with a preset size, but the window manager will
+choose the position according to it's own whims.
+<H4><A name=Fl_Glut_Window.~Fl_Glut_Window>virtual
+Fl_Glut_Window::~Fl_Glut_Window()</A></H4>
+ Destroys the GLUT window.
+<H4><A name="Fl_Glut_Window.make_current">void Fl_Glut_Window::make_current()</A></H4>
+Switches all drawing functions to the GLUT window.
+
+*/
diff --git a/documentation/index.dox b/documentation/index.dox
index 8253ce735..b4273c556 100644
--- a/documentation/index.dox
+++ b/documentation/index.dox
@@ -19,18 +19,16 @@
<TABLE BGCOLOR="#9f9fef" CELLPADDING="8" CELLSPACING="0" SUMMARY="Table of Contents" WIDTH="700">
<TR>
- <TD ALIGN="LEFT" VALIGN="TOP"><B>
+ <TD ALIGN="LEFT" VALIGN="TOP">
+
\subpage preface
- </B>
- <BR>
- <BR>
- <B><A HREF="intro.html#intro">1 - Introduction to FLTK</A></B>
- <BR>
- <BR>
- <B><A HREF="basics.html#basics">2 - FLTK Basics</A></B>
- <BR>
- <BR>
- <B><A HREF="common.html#common">3 - Common Widgets and Attributes</A></B>
+
+ \subpage intro
+
+ \subpage basics
+
+ \subpage common
+ <B>
<UL>
<LI><A HREF="drawing.html#colors">Colors</A></LI>
<LI><A HREF="common.html#boxtypes">Box Types</A></LI>
@@ -38,66 +36,66 @@
<LI><A HREF="drawing.html#images">Images</A></LI>
<LI><A HREF="Fl_Pixmap.html#Fl_Pixmap">class Fl_Pixmap</A></LI>
</UL>
- <B><A HREF="editor.html#editor">4 - Designing a Simple Text Editor</A></B>
- <BR>
- <BR>
- <B><A HREF="drawing.html#drawing">5 - Drawing Things in FLTK</A></B>
- <BR>
- <BR>
- <B><A HREF="events.html#events">6 - Handling Events</A></B>
+ </B>
+
+ \subpage editor
+
+ \subpage drawing
+
+ \subpage events
+ <B>
<UL>
<LI><A HREF="events.html#event_xxx">Fl::event_*() methods</A></LI>
<LI><A HREF="events.html#propagation">Event Propagation</A></LI>
</UL>
- <B><A HREF="subclassing.html#subclassing">7 - Adding and Extending
- Widgets</A></B>
- <BR>
- <BR>
- <B><A HREF="opengl.html#opengl">8 - Using OpenGL</A></B>
+ </B>
+
+ \subpage subclassing
+
+ \subpage opengl
+
</TD>
+
<TD ALIGN=LEFT VALIGN=TOP>
- <B><A HREF="fluid.html#FLUID">9 - Programming with FLUID</A></B>
+
+ \subpage fluid
+ <B>
<UL>
<LI><A HREF="fluid.html#widget_attributes">Widget Attributes</A></LI>
<LI><A HREF="fluid.html#widget_attributes">Selecting Moving Widgets</A></LI>
<LI><A HREF="fluid.html#images">Image Labels</A></LI>
</UL>
- <B>
+ </B>
+
\subpage advanced
- </B>
- <BR>
- <BR>
+
<B><A HREF="classes.html">A - Class Reference</A></B>
- <BR>
- <BR>
+
<B><A HREF="globals_func.html">B - Function Reference</A></B>
- <BR>
- <BR>
- <B><A HREF="enumerations.html#Enumerations">C - FLTK Enumerations.H</A>
- </B>
- <BR>
- <BR>
- <B><A HREF="glut.html#glut">D - GLUT Compatibility</A></B>
+
+ \subpage enumerations
+
+ \subpage glut
+ <B>
<UL>
<LI><A HREF="glut.html#Fl_Glut_Window">class Fl_Glut_Window</A></LI>
</UL>
- <B><A HREF="forms.html#forms">E - Forms Compatibility</A></B>
- <BR>
- <BR>
- <B><A HREF="osissues.html#osissues">F - Operating System Issues</A></B>
- <BR>
- <BR>
- <B><A HREF="migration.html">G - Migrating Code from FLTK 1.0.x</A></B>
- <BR>
- <BR>
- <B><A HREF="license.html#license">H - Software License</A></B>
- <BR>
- <BR>
- <B><A HREF="examples.html#examples">I - Example Source Code</A></B>
- </TD>
+ </B>
+
+ \subpage forms
+
+ \subpage osissues
+
+ \subpage migration_1_1
+
+ \subpage migration_1_3
+
+ \subpage license
+
+ \subpage examples
+
+</TD>
</TR>
</TABLE>
*/
-
-
diff --git a/documentation/intro.dox b/documentation/intro.dox
new file mode 100644
index 000000000..cdfb9b9f3
--- /dev/null
+++ b/documentation/intro.dox
@@ -0,0 +1,367 @@
+/**
+
+ \page intro 1 - Introduction to FLTK
+
+<P>The Fast Light Tool Kit (&quot;FLTK&quot;, pronounced
+&quot;fulltick&quot;) is a cross-platform C++ GUI toolkit for
+UNIX&reg;/Linux&reg; (X11), Microsoft&reg; Windows&reg;, and
+MacOS&reg; X. FLTK provides modern GUI functionality without the
+bloat and supports 3D graphics via OpenGL&reg; 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.</P>
+
+<H2>History of FLTK</H2>
+
+<P>It has always been Bill's belief that the GUI API of all
+modern systems is much too high level. Toolkits (even FLTK) are
+<I>not</I> 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 <I>unalterable</I> 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.</P>
+
+<P>Many of the ideas in FLTK were developed on a NeXT (but
+<I>not</I> using NextStep) in 1987 in a C toolkit Bill called
+&quot;views&quot;. 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.</P>
+
+<P>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
+&quot;views&quot; 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.</P>
+
+<P>With the death of NeWS Bill realized that he would have to
+live with X. The biggest problem with X is the &quot;window
+manager&quot;, which means that the toolkit can no longer
+control the window borders or drag the window around.</P>
+
+<P>At Digital Domain Bill discovered another toolkit,
+&quot;Forms&quot;. 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.</P>
+
+<P>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.</P>
+
+<P>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.</P>
+
+<P>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.</P>
+
+<H2>Features</H2>
+
+<P>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.</P>
+
+<P>Here are some of the core features unique to FLTK:</P>
+
+<UL>
+
+ <LI>sizeof(Fl_Widget) == 64 to 92.</LI>
+
+ <LI>The &quot;core&quot; (the &quot;hello&quot; program
+ compiled &amp; linked with a static FLTK library using
+ gcc on a 486 and then stripped) is 114K.</LI>
+
+ <LI>The FLUID program (which includes every widget) is
+ 538k.</LI>
+
+ <LI>Written directly atop core libraries (Xlib, WIN32 or
+ Carbon) for maximum speed, and carefully optimized for
+ code size and performance.</LI>
+
+ <LI>Precise low-level compatability between the X11,
+ WIN32 and MacOS versions - only about 10% of the code is
+ different.</LI>
+
+ <LI>Interactive user interface builder program. Output is
+ human-readable and editable C++ source code.</LI>
+
+ <LI>Support for overlay hardware, with emulation if none
+ is available.</LI>
+
+ <LI>Very small &amp; fast portable 2-D drawing library
+ to hide Xlib, WIN32, or QuickDraw.</LI>
+
+ <LI>OpenGL/Mesa drawing area widget.</LI>
+
+ <LI>Support for OpenGL overlay hardware on both X11 and
+ WIN32, with emulation if none is available.</LI>
+
+ <LI>Text widgets with Emacs key bindings, X cut &amp;
+ paste, and foreign letter compose!</LI>
+
+ <LI>Compatibility header file for the GLUT library.</LI>
+
+ <LI>Compatibility header file for the XForms library.</LI>
+
+</UL>
+
+<H2>Licensing</H2>
+
+<P>FLTK comes with complete free source code. FLTK is available
+under the terms of the <A href="license.html">GNU Library
+General Public License</A> with exceptions that allow for static
+linking. Contrary to popular belief, it can be used in
+commercial software - even Bill Gates could use it!</P>
+
+<H2>What Does &quot;FLTK&quot; Mean?</H2>
+
+<P>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 &quot;fl_&quot;. 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 &quot;FL&quot; 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 &quot;FLTK&quot;, including a bogus excuse that it
+stands for &quot;The Fast Light Toolkit&quot;.</P>
+
+<H2>Building and Installing FLTK Under UNIX and MacOS X</H2>
+
+<P>In most cases you can just type &quot;make&quot;. This will
+run configure with the default of no options and then compile
+everything.</P>
+
+<P>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 <tt>CFLAGS</tt>,
+<tt>CXXFLAGS</tt>, and <tt>LDFLAGS</tt> environment variables.
+For the Bourne and Korn shells you'd use:</P>
+
+<UL><PRE>
+CFLAGS=-I<I>includedir</I>; export CFLAGS
+CXXFLAGS=-I<I>includedir</I>; export CXXFLAGS
+LDFLAGS=-L<I>libdir</I>; export LDFLAGS
+</PRE></UL>
+
+<P>For C shell and tcsh, use:</P>
+
+<UL><PRE>
+setenv CFLAGS "-I<I>includedir</I>"
+setenv CXXFLAGS "-I<I>includedir</I>"
+setenv LDFLAGS "-L<I>libdir</I>"
+</PRE></UL>
+
+<P>By default configure will look for a C++ compiler named
+<tt>CC</tt>, <tt>c++</tt>, <tt>g++</tt>, or <tt>gcc</tt> in that
+order. To use another compiler you need to set the <tt>CXX</tt>
+environment variable:</P>
+
+<UL><PRE>
+CXX=xlC; export CXX
+setenv CXX "xlC"
+</PRE></UL>
+
+<P>The <tt>CC</tt> environment variable can also be used to
+override the default C compiler (<tt>cc</tt> or <tt>gcc</tt>),
+which is used for a few FLTK source files.</P>
+
+<P>You can run configure yourself to get the exact setup you
+need. Type &quot;./configure &lt;options&gt;&quot;, where
+options are:</P>
+
+<DL>
+
+ <DT>--enable-cygwin</DT>
+ <DD>Enable the Cygwin libraries under WIN32</DD>
+
+ <DT>--enable-debug</DT>
+ <DD>Enable debugging code &amp; symbols</DD>
+
+ <DT>--disable-gl</DT>
+ <DD>Disable OpenGL support</DD>
+
+ <DT>--enable-shared</DT>
+ <DD>Enable generation of shared libraries</DD>
+
+ <DT>--enable-threads</DT>
+ <DD>Enable multithreading support</DD>
+
+ <DT>--enable-xdbe</DT>
+ <DD>Enable the X double-buffer extension</DD>
+
+ <DT>--enable-xft</DT>
+ <DD>Enable the Xft library for anti-aliased fonts under X11</DD>
+
+ <DT>--bindir=/path</DT>
+ <DD>Set the location for executables [default = $prefix/bin]</DD>
+
+ <DT>--datadir=/path</DT>
+ <DD>Set the location for data files. [default = $prefix/share]</DD>
+
+ <DT>--libdir=/path</DT>
+ <DD>Set the location for libraries [default = $prefix/lib]</DD>
+
+ <DT>--includedir=/path</DT>
+ <DD>Set the location for include files. [default = $prefix/include]</DD>
+
+ <DT>--mandir=/path</DT>
+ <DD>Set the location for man pages. [default = $prefix/man]</DD>
+
+ <DT>--prefix=/dir</DT>
+ <DD>Set the directory prefix for files [default = /usr/local]</DD>
+
+</DL>
+
+<P>When the configure script is done you can just run the
+&quot;make&quot; command. This will build the library, FLUID
+tool, and all of the test programs.</P>
+
+<P>To install the library, become root and type &quot;make
+install&quot;. This will copy the &quot;fluid&quot; executable
+to &quot;bindir&quot;, the header files to
+&quot;includedir&quot;, and the library files to
+&quot;libdir&quot;.</P>
+
+<H2>Building FLTK Under Microsoft Windows</H2>
+
+<P>There are three ways to build FLTK under Microsoft Windows.
+The first is to use the Visual C++ 5.0 project files under the
+&quot;visualc&quot; directory. Just open (or double-click on)
+the &quot;fltk.dsw&quot; file to get the whole shebang.</P>
+
+<P>The second method is to use the <TT>configure</TT> script
+included with the FLTK software; this has only been tested with
+the CygWin tools:</P>
+
+<UL><PRE>
+sh configure --prefix=C:/FLTK
+make
+</PRE></UL>
+
+<P>The final method is to use a GNU-based development tool with
+the files in the &quot;makefiles&quot; directory. To build
+using one of these tools simply copy the appropriate
+makeinclude and config files to the main directory and do a
+make:</P>
+
+<UL><PRE>
+copy makefiles\Makefile.&lt;env&gt; Makefile
+make
+</PRE></UL>
+
+<H3>Using the Visual C++ DLL Library</H3>
+
+<P>The &quot;fltkdll.dsp&quot; 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.</P>
+
+<P>When compiling an application or DLL that uses the FLTK DLL,
+you will need to define the <tt>FL_DLL</tt> preprocessor symbol
+to get the correct linkage commands embedded within the FLTK
+header files.</P>
+
+<H2>Building FLTK Under OS/2</H2>
+
+<P>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!).</P>
+
+<p>The current set of Makefiles/configuration failes assumes that
+EMX 0.9d and libExt
+(from <A HREF="http://posix2.sourceforge.net">posix2.sourceforge.net</A>)
+is installed.
+
+<P>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: </P>
+
+<UL><PRE>
+copy makefiles\Makefile.os2x Makefile
+make
+</PRE></UL>
+
+<H2>Internet Resources</H2>
+
+<P>FLTK is available on the 'net in a bunch of locations:</P>
+
+<DL>
+
+ <DT>WWW
+ <DD><A href="http://www.fltk.org/">http://www.fltk.org/</A>
+ <DD><A href="http://www.fltk.org/str.php">http://www.fltk.org/str.php</A>
+ [for reporting bugs]
+ <DD><A href="http://www.fltk.org/software.php">http://www.fltk.org/software.php</A>
+ [source code]
+
+ <DT>FTP
+ <DD><A HREF="ftp://ftp.fltk.org/pub/fltk">California, USA (ftp.fltk.org)</A>
+ <DD><A HREF="ftp://ftp2.fltk.org/pub/fltk">Maryland, USA (ftp2.fltk.org)</A>
+ <DD><A HREF="ftp://ftp.funet.fi/pub/mirrors/ftp.fltk.org/pub/fltk">Espoo, Finland (ftp.funet.fi)</A>
+ <DD><A HREF="ftp://linux.mathematik.tu-darmstadt.de/pub/linux/mirrors/misc/fltk">Germany (linux.mathematik.tu-darmstadt.de)</A>
+ <DD><A HREF="ftp://gd.tuwien.ac.at/hci/fltk">Austria (gd.tuwien.ac.at)</A>
+
+ <DT>EMail</DT>
+ <DD><A href="mailto:fltk@fltk.org">fltk@fltk.org</A> [see
+ instructions below]
+ <DD><A href="mailto:fltk-bugs@fltk.org">fltk-bugs@fltk.org</A> [for
+ reporting bugs]
+
+ <DT>NNTP Newsgroups</DT>
+ <DD>news.easysw.com</DD>
+
+</DL>
+
+<P>To send a message to the FLTK mailing list
+(&quot;fltk@fltk.org&quot;) you must first join the list.
+Non-member submissions are blocked to avoid problems with
+unsolicited email.</P>
+
+<P>To join the FLTK mailing list, send a message to
+&quot;majordomo@fltk.org&quot; with &quot;subscribe fltk&quot;
+in the message body. A digest of this list is available by
+subscribing to the &quot;fltk-digest&quot; mailing list.</P>
+
+<H2>Reporting Bugs</H2>
+
+<P>To report a bug in FLTK, send an email to
+&quot;fltk-bugs@fltk.org&quot;. Please include the FLTK version,
+operating system &amp; 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.</P>
+
+<P>Bugs can also be reported to the "fltk.bugs" newsgroup or on the
+SourceForge bug tracker pages.</P>
+
+<P>For general support and questions, please use the FLTK mailing list
+at &quot;fltk@fltk.org&quot; or one of the newsgroups.</P>
+
+*/
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
+
+<P ALIGN="RIGHT">December 11, 2001</P>
+
+<P>The FLTK library and included programs are provided under the terms
+of the GNU Library General Public License (LGPL) with the following
+exceptions:</P>
+
+<OL>
+
+ <LI>Modifications to the FLTK configure script, config
+ header file, and makefiles by themselves to support
+ a specific platform do not constitute a modified or
+ derivative work.<BR>
+ <BR>
+ The authors do request that such modifications be
+ contributed to the FLTK project - send all
+ contributions to "fltk-bugs@fltk.org".<BR>
+ <BR>
+ </LI>
+
+ <LI>Widgets that are subclassed from FLTK widgets do not
+ constitute a derivative work.<BR>
+ <BR>
+ </LI>
+
+ <LI>Static linking of applications and widgets to the
+ FLTK library does not constitute a derivative work
+ and does not require the author to provide source
+ code for the application or widget, use the shared
+ FLTK libraries, or link their applications or
+ widgets against a user-supplied version of FLTK.<BR>
+ <BR>
+ If you link the application or widget to a modified
+ version of FLTK, then the changes to FLTK must be
+ provided under the terms of the LGPL in sections
+ 1, 2, and 4.<BR>
+ <BR>
+ </LI>
+
+ <LI>You do not have to provide a copy of the FLTK license
+ with programs that are linked to the FLTK library, nor
+ do you have to identify the FLTK license in your
+ program or documentation as required by section 6
+ of the LGPL.<BR>
+ <BR>
+ However, programs must still identify their use of FLTK.
+ The following example statement can be included in user
+ documentation to satisfy this requirement:<BR>
+ <BR>
+ <I>[program/widget] is based in part on the work of
+ the FLTK project (http://www.fltk.org).</I></LI>
+
+</OL>
+
+<HR>
+
+<P ALIGN=CENTER><BIG>GNU LIBRARY GENERAL PUBLIC LICENSE</BIG></P>
+<P ALIGN=CENTER>Version 2, June 1991
+<BR> Copyright (C) 1991 Free Software Foundation, Inc.
+<BR> 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA
+<BR> Everyone is permitted to copy and distribute verbatim copies of
+this license document, but changing it is not allowed.
+<BR> [This is the first released version of the library GPL. It is
+numbered 2 because it goes with version 2 of the ordinary GPL.] </P>
+<P><BIG>Preamble</BIG></P>
+ The licenses for most software are designed to take away your freedom
+to share and change it. By contrast, the GNU General Public Licenses
+are intended to guarantee your freedom to share and change free
+software--to make sure the software is free for all its users.
+<P>This license, the Library General Public License, applies to some
+specially designated Free Software Foundation software, and to any
+other libraries whose authors decide to use it. You can use it for
+your libraries, too. </P>
+<P>When we speak of free software, we are referring to freedom, not
+price. Our General Public Licenses are designed to make sure that you
+have the freedom to distribute copies of free software (and charge for
+this service if you wish), that you receive source code or can get it
+if you want it, that you can change the software or use pieces of it in
+new free programs; and that you know you can do these things. </P>
+<P>To protect your rights, we need to make restrictions that forbid
+anyone to deny you these rights or to ask you to surrender the rights.
+These restrictions translate to certain responsibilities for you if you
+distribute copies of the library, or if you modify it. </P>
+<P>For example, if you distribute copies of the library, whether gratis
+or for a fee, you must give the recipients all the rights that we gave
+you. You must make sure that they, too, receive or can get the source
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+complete object files to the recipients so that they can relink them
+with the library, after making changes to the library and recompiling
+it. And you must show them these terms so they know their rights. </P>
+<P>Our method of protecting your rights has two steps: (1) copyright
+the library, and (2) offer you this license which gives you legal
+permission to copy, distribute and/or modify the library. </P>
+<P>Also, for each distributor's protection, we want to make certain
+that everyone understands that there is no warranty for this free
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+<P>Finally, any free program is threatened constantly by software
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+applies to certain designated libraries. This license is quite
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+assume that anything in it is the same as in the ordinary license. </P>
+<P>The reason we have a separate public license for some libraries is
+that they blur the distinction we usually make between modifying or
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+<P>Because of this blurred distinction, using the ordinary General
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+concluded that weaker conditions might promote sharing better. </P>
+<P>However, unrestricted linking of non-free programs would deprive the
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+preserving your freedom as a user of such programs to change the free
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+<P ALIGN="CENTER"><BIG>NO WARRANTY</BIG></P>
+<P><STRONG>15.</STRONG> BECAUSE THE LIBRARY IS LICENSED FREE OF CHARGE,
+THERE IS NO WARRANTY FOR THE LIBRARY, TO THE EXTENT PERMITTED BY
+APPLICABLE LAW. EXCEPT WHEN OTHERWISE STATED IN WRITING THE COPYRIGHT
+HOLDERS AND/OR OTHER PARTIES PROVIDE THE LIBRARY &quot;AS IS&quot; WITHOUT
+WARRANTY OF ANY KIND, EITHER EXPRESSED OR IMPLIED, INCLUDING, BUT NOT
+LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A
+PARTICULAR PURPOSE. THE ENTIRE RISK AS TO THE QUALITY AND PERFORMANCE
+OF THE LIBRARY IS WITH YOU. SHOULD THE LIBRARY PROVE DEFECTIVE, YOU
+ASSUME THE COST OF ALL NECESSARY SERVICING, REPAIR OR CORRECTION. </P>
+<P><STRONG>16.</STRONG> IN NO EVENT UNLESS REQUIRED BY APPLICABLE LAW
+OR AGREED TO IN WRITING WILL ANY COPYRIGHT HOLDER, OR ANY OTHER PARTY
+WHO MAY MODIFY AND/OR REDISTRIBUTE THE LIBRARY AS PERMITTED ABOVE, BE
+LIABLE TO YOU FOR DAMAGES, INCLUDING ANY GENERAL, SPECIAL, INCIDENTAL
+OR CONSEQUENTIAL DAMAGES ARISING OUT OF THE USE OR INABILITY TO USE THE
+LIBRARY (INCLUDING BUT NOT LIMITED TO LOSS OF DATA OR DATA BEING
+RENDERED INACCURATE OR LOSSES SUSTAINED BY YOU OR THIRD PARTIES OR A
+FAILURE OF THE LIBRARY TO OPERATE WITH ANY OTHER SOFTWARE), EVEN IF
+SUCH HOLDER OR OTHER PARTY HAS BEEN ADVISED OF THE POSSIBILITY OF SUCH
+DAMAGES. </P>
+<P ALIGN="CENTER"><BIG>END OF TERMS AND CONDITIONS</BIG></P>
+
+*/
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
+
+<P>This appendix describes the differences between the FLTK
+1.0.x and FLTK 1.1.x functions and classes.</P>
+
+<H2>Color Values</H2>
+
+<P>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.
+
+<P><TT>FL_BLACK</TT> and <TT>FL_WHITE</TT> now remain black and
+white, even if the base color of the gray ramp is changed using
+<A HREF="Fl.html#Fl.background"><TT>Fl::background()</TT></A>.
+<TT>FL_DARK3</TT> and <TT>FL_LIGHT3</TT> can be used instead to
+draw a very dark or a very bright background hue.</P>
+
+<P>Widgets use the new color symbols <TT>FL_FORGROUND_COLOR</TT>,
+<TT>FL_BACKGROUND_COLOR</TT>, <TT>FL_BACKGROUND2_COLOR</TT>,
+<TT>FL_INACTIVE_COLOR</TT>, and <TT>FL_SELECTION_COLOR</TT>.
+More details can be found in the chapter
+<A HREF="enumerations.html#colors">Enumerations</A>.</P>
+
+<H2>Cut and Paste Support</H2>
+
+<P>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.
+
+<H2>File Chooser</H2>
+
+<P>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 <TT>FCB</TT> class or members will need
+to be ported to the new <A
+HREF="Fl_File_Chooser.html"><TT>Fl_File_Chooser</TT></A>
+class.</P>
+
+<H2>Function Names</H2>
+
+<P>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 <CODE>FLTK_1_0_COMPAT</CODE>
+symbol on the command-line when you compile
+(<CODE>-DFLTK_1_0_COMPAT</CODE>) or in your source, e.g.:
+
+<UL><PRE>
+#define FLTK_1_0_COMPAT
+#include &lt;FL/Fl.H&gt;
+#include &lt;FL/Enumerations.H&gt;
+#include &lt;FL/filename.H&gt;
+</PRE></UL>
+
+<P>The following table shows the old and new function names:</P>
+
+<CENTER><TABLE WIDTH="80%" BORDER="1">
+<TR>
+ <TH>Old 1.0.x Name</TH>
+ <TH>New 1.1.x Name</TH>
+</TR>
+<TR>
+ <TD>contrast()</TD>
+ <TD>fl_contrast()</TD>
+</TR>
+<TR>
+ <TD>down()</TD>
+ <TD>fl_down()</TD>
+</TR>
+<TR>
+ <TD>filename_absolute()</TD>
+ <TD>fl_filename_absolute()</TD>
+</TR>
+<TR>
+ <TD>filename_expand()</TD>
+ <TD>fl_filename_expand()</TD>
+</TR>
+<TR>
+ <TD>filename_ext()</TD>
+ <TD>fl_filename_ext()</TD>
+</TR>
+<TR>
+ <TD>filename_isdir()</TD>
+ <TD>fl_filename_isdir()</TD>
+</TR>
+<TR>
+ <TD>filename_list()</TD>
+ <TD>fl_filename_list()</TD>
+</TR>
+<TR>
+ <TD>filename_match()</TD>
+ <TD>fl_filename_match()</TD>
+</TR>
+<TR>
+ <TD>filename_name()</TD>
+ <TD>fl_filename_name()</TD>
+</TR>
+<TR>
+ <TD>filename_relative()</TD>
+ <TD>fl_filename_relative()</TD>
+</TR>
+<TR>
+ <TD>filename_setext()</TD>
+ <TD>fl_filename_setext()</TD>
+</TR>
+<TR>
+ <TD>frame()</TD>
+ <TD>fl_frame()</TD>
+</TR>
+<TR>
+ <TD>inactive()</TD>
+ <TD>fl_inactive()</TD>
+</TR>
+<TR>
+ <TD>numericsort()</TD>
+ <TD>fl_numericsort()</TD>
+</TR>
+</TABLE></CENTER>
+
+<H2>Image Support</H2>
+
+<P>Image support in FLTK has been significantly revamped in
+1.1.x. The <A HREF="Fl_Image.html"><TT>Fl_Image</TT></A> class
+is now a proper base class, with the core image drawing
+functionality in the <A
+HREF="Fl_Bitmap.html"><TT>Fl_Bitmap</TT></A>, <A
+HREF="Fl_Pixmap.html"><TT>Fl_Pixmap</TT></A>, and <A
+HREF="Fl_RGB_Image.html"><TT>Fl_RGB_Image</TT></A> classes.
+
+<P>BMP, GIF, JPEG, PNG, XBM, and XPM image files can now be
+loaded using the appropriate image classes, and the <A
+HREF="Fl_Shared_Image.html"><TT>Fl_Shared_Image</TT></A> class
+can be used to cache images in memory.
+
+<P>Image labels are no longer provided as an add-on label type.
+If you use the old <TT>label()</TT> methods on an image, the
+widget's <TT>image()</TT> method is called to set the image
+as the label.
+
+<P>Image labels in menu items must still use the old labeltype
+mechanism to preserve source compatibility.
+
+<H2>Keyboard Navigation</H2>
+
+<P>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 <A
+HREF="Fl.html#Fl.visible_focus"><CODE>Fl::visible_focus()</CODE></A>
+method to disable it:
+
+<UL><PRE>
+Fl::visible_focus(0);
+</PRE></UL>
+
+*/
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
+
+<P>This appendix describes the differences between the FLTK
+1.1.x and FLTK 1.3.x functions and classes.</P>
+
+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
+
+<P>This chapter discusses using FLTK for your OpenGL applications.
+
+<H2>Using OpenGL in FLTK</H2>
+
+<P>The easiest way to make an OpenGL display is to subclass <A
+href="Fl_Gl_Window.html#Fl_Gl_Window"><TT>Fl_Gl_Window</TT></A>.
+Your subclass must implement a <TT>draw()</TT> method which uses
+OpenGL calls to draw the display. Your main program should call
+<TT>redraw()</TT> when the display needs to change, and
+(somewhat later) FLTK will call <TT>draw()</TT>.
+
+<P>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 <A
+href="#gl_start"><TT>gl_start()</TT></A> and <A
+href=#gl_finish><TT>gl_finish()</TT></A> functions around your
+OpenGL code.</P>
+
+<P>You must include FLTK's <TT>&lt;FL/gl.h&gt;</TT> header
+file. It will include the file <TT>&lt;GL/gl.h&gt;</TT>, define
+some extra drawing functions provided by FLTK, and include the
+<TT>&lt;windows.h&gt;</TT> header file needed by WIN32
+applications.</P>
+
+<H2>Making a Subclass of Fl_Gl_Window</H2>
+
+<P>To make a subclass of Fl_Gl_Window, you must provide:
+
+<UL>
+
+ <LI>A class definition.</LI>
+
+ <LI>A <TT>draw()</TT> method.</LI>
+
+ <LI>A <TT>handle()</TT> method if you need to receive
+ input from the user.</LI>
+
+</UL>
+
+<P>If your subclass provides static controls in the window, they
+must be redrawn whenever the <tt>FL_DAMAGE_ALL</tt> bit is set
+in the value returned by <tt>damage()</tt>. For double-buffered
+windows you will need to surround the drawing code with the
+following code to make sure that both buffers are redrawn:
+
+<UL><PRE>
+#ifndef MESA
+glDrawBuffer(GL_FRONT_AND_BACK);
+#endif // !MESA
+... draw stuff here ...
+#ifndef MESA
+glDrawBuffer(GL_BACK);
+#endif // !MESA
+</PRE></UL>
+
+<CENTER><TABLE WIDTH="80%" BORDER="1" CELLPADDING="5" CELLSPACING="0" BGCOLOR="#cccccc">
+<TR>
+ <TD><B>Note:</B>
+
+ <P>If you are using the Mesa graphics library, the call
+ to <tt>glDrawBuffer()</tt> is not required and will slow
+ down drawing considerably. The preprocessor instructions
+ shown above will optimize your code based upon the
+ graphics library used.
+
+ </TD>
+
+</TR>
+</TABLE></CENTER>
+
+<H3>Defining the Subclass</H3>
+
+<P>To define the subclass you just subclass the
+<TT>Fl_Gl_Window</TT> class:
+
+<UL><PRE>
+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) {}
+};
+</PRE></UL>
+
+<P>The <TT>draw()</TT> and <TT>handle()</TT> methods are
+described below. Like any widget, you can include additional
+private and public data in your class (such as scene graph
+information, etc.)
+
+<H3>The draw() Method</H3>
+
+<P>The <TT>draw()</TT> method is where you actually do your
+OpenGL drawing:
+
+<UL><PRE>
+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 ...
+}
+</PRE></UL>
+
+<H3>The handle() Method</H3>
+
+<P>The <TT>handle()</TT> method handles mouse and keyboard
+events for the window:
+
+<UL><PRE>
+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);
+ }
+}
+</PRE></UL>
+
+<P>When <TT>handle()</TT> is called, the OpenGL context is not
+set up! If your display changes, you should call
+<TT>redraw()</TT> and let <TT>draw()</TT> do the work. Don't
+call any OpenGL drawing functions from inside <TT>handle()</TT>!
+
+<P>You can call <I>some</I> OpenGL stuff like hit detection and texture
+loading functions by doing: </P>
+
+<UL><PRE>
+ 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...
+</PRE></UL>
+
+<P>Your main program can now create one of your windows by doing
+<TT>new MyWindow(...)</TT>. You can also use <A
+href="fluid.html#FLUID">FLUID</A> by:
+
+<OL>
+
+ <LI>Putting your class definition in a
+ <tt>MyWindow.H</tt> file.</LI>
+
+ <LI>Creating a <tt>Fl_Box</tt> widget in FLUID.</LI>
+
+ <LI>In the widget panel fill in the &quot;class&quot;
+ field with <tt>MyWindow</tt>. This will make FLUID
+ produce constructors for your new class.</LI>
+
+ <LI>In the &quot;Extra Code&quot; field put <TT>#include
+ &quot;MyWindow.H&quot;</TT>, so that the FLUID output
+ file will compile.</LI>
+
+</OL>
+
+<P>You must put <TT>glwindow-&gt;show()</TT> in your main code
+after calling <TT>show()</TT> on the window containing the
+OpenGL window.
+
+<H2>Using OpenGL in Normal FLTK Windows</H2>
+
+<P>You can put OpenGL code into an <A
+href="subclassing.html#draw"><TT>Fl_Widget::draw()</TT></A>
+method or into the code for a <A
+href="common.html#boxtypes">boxtype</A> or other places with some
+care.
+
+<P>Most importantly, before you show <I>any</I> windows,
+including those that don't have OpenGL drawing, you <B>must</B>
+initialize FLTK so that it knows it is going to use OpenGL. You
+may use any of the symbols described for <A
+href="Fl_Gl_Window.html#Fl_Gl_Window.mode"><TT>Fl_Gl_Window::mode()</TT></A>
+to describe how you intend to use OpenGL:</P>
+
+<UL><PRE>
+Fl::gl_visual(FL_RGB);
+</PRE></UL>
+
+<P>You can then put OpenGL drawing code anywhere you can draw
+normally by surrounding it with:
+
+<UL><PRE>
+gl_start();
+... put your OpenGL code here ...
+gl_finish();
+</PRE></UL>
+
+<P><A name="gl_start"><TT>gl_start()</TT></A> and <A
+name="gl_finish"><TT>gl_finish()</TT></A> 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 <TT>glScissor()</TT>
+commands. These functions also synchronize the OpenGL graphics stream
+with the drawing done by other X, WIN32, or FLTK functions.
+
+<P>The same context is reused each time. If your code changes
+the projection transformation or anything else you should use
+<TT>glPushMatrix()</TT> and <TT>glPopMatrix()</TT> functions to
+put the state back before calling <TT>gl_finish()</TT>.</P>
+
+<P>You may want to use <TT>Fl_Window::current()-&gt;h()</TT> to
+get the drawable height so that you can flip the Y
+coordinates.</P>
+
+<P>Unfortunately, there are a bunch of limitations you must
+adhere to for maximum portability: </P>
+
+<UL>
+
+ <LI>You must choose a default visual with <A
+ href="Fl.html#Fl.gl_visual"><TT>Fl::gl_visual()</TT></A>.</LI>
+
+ <LI>You cannot pass <TT>FL_DOUBLE</TT> to
+ <TT>Fl::gl_visual()</TT>.</LI>
+
+ <LI>You cannot use <TT>Fl_Double_Window</TT> or
+ <TT>Fl_Overlay_Window</TT>.</LI>
+
+</UL>
+
+<P>Do <I>not</I> call <TT>gl_start()</TT> or
+<TT>gl_finish()</TT> when drawing into an <TT>Fl_Gl_Window</TT>!
+
+<H2>OpenGL Drawing Functions</H2>
+
+<P>FLTK provides some useful OpenGL drawing functions. They can
+be freely mixed with any OpenGL calls, and are defined by
+including <TT>&lt;FL/gl.H&gt;</TT> which you should include
+instead of the OpenGL header <TT>&lt;GL/gl.h&gt;</TT>.
+
+<H4>void gl_color(Fl_Color)</H4>
+
+<P>Sets the current OpenGL color to a FLTK color. <I>For
+color-index modes it will use <TT>fl_xpixel(c)</TT>, which is
+only right if this window uses the default colormap!</I>
+
+<H4>void gl_rect(int x, int y, int w, int h)
+<BR>void gl_rectf(int x, int y, int w, int h)</H4>
+
+<P>Outlines or fills a rectangle with the current color. If <A
+HREF="Fl_Gl_Window.html#Fl_Gl_Window.ortho"><TT>Fl_Gl_Window::ortho()</TT></A>
+has been called, then the rectangle will exactly fill the pixel
+rectangle passed.
+
+<H4>void gl_font(Fl_Font fontid, int size)</H4>
+
+<P>Sets the current OpenGL font to the same font you get by
+calling <A href="drawing.html#fl_font"><TT>fl_font()</TT></A>.
+
+<H4>int gl_height()
+<BR>int gl_descent()
+<BR>float gl_width(const char *)
+<BR>float gl_width(const char *, int n)
+<BR>float gl_width(uchar)</H4>
+
+<P>Returns information about the current OpenGL font.
+
+<H4>void gl_draw(const char *)
+<BR>void gl_draw(const char *, int n)</H4>
+
+<P>Draws a nul-terminated string or an array of <TT>n</TT>
+characters in the current OpenGL font at the current raster
+position.
+
+<H4>void gl_draw(const char *, int x, int y)
+<BR>void gl_draw(const char *, int n, int x, int y)
+<BR>void gl_draw(const char *, float x, float y)
+<BR>void gl_draw(const char *, int n, float x, float y)</H4>
+
+<P>Draws a nul-terminated string or an array of <TT>n</TT>
+characters in the current OpenGL font at the given position.
+
+<H4>void gl_draw(const char *, int x, int y, int w, int h, Fl_Align)</H4>
+
+<P>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 <A
+href="drawing.html#text"><TT>fl_draw()</TT></A>.
+
+<h2>Speeding up OpenGL</h2>
+
+<P>Performance of Fl_Gl_Window may be improved on some types of
+OpenGL implementations, in particular MESA and other software
+emulators, by setting the <tt>GL_SWAP_TYPE</tt> environment
+variable. This variable declares what is in the backbuffer after
+you do a swapbuffers.
+
+<ul>
+
+ <li><tt>setenv GL_SWAP_TYPE COPY</tt>
+
+ <p>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. <p>
+
+ <li><tt>setenv GL_SWAP_TYPE NODAMAGE</tt>
+
+ <p>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. <p>
+
+ <li>All other values for <tt>GL_SWAP_TYPE</tt>, and not
+ setting the variable, cause FLTK to assume that the
+ back buffer must be completely redrawn after a swap.
+
+</ul>
+
+<p>This is easily tested by running the <TT>gl_overlay</TT> 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.
+
+<H2>Using OpenGL Optimizer with FLTK</H2>
+
+<P><A href="http://www.sgi.com/software/optimizer">OpenGL
+Optimizer</A> 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.
+
+<H4>OptimizerWindow Class Definition</H4>
+
+<P>To use OpenGL Optimizer with FLTK you'll need to create a
+subclass of <TT>Fl_Gl_Widget</TT> that includes several state
+variables:
+
+<UL><PRE>
+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_-&gt;setCamera(camera_);
+ camera_-&gt;draw(draw_action_);
+ redraw();
+ }
+ }
+};
+</PRE></UL>
+
+<H4>The camera() Method</H4>
+
+<P>The <TT>camera()</TT> method sets the camera (projection and
+viewpoint) to use when drawing the scene. The scene is redrawn after
+this call.
+
+<H4>The draw() Method</H4>
+
+<P>The <TT>draw()</TT> method performs the needed initialization and does
+the actual drawing:
+
+<UL><PRE>
+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_-&gt;ref();
+ context_-&gt;makeCurrent((HDC)fl_getHDC());
+#else
+ context_ = new csContext(fl_display, fl_visual);
+ context_-&gt;ref();
+ context_-&gt;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_-&gt;setCamera(camera_);
+ camera_-&gt;draw(draw_action_);
+ }
+ } else {
+#ifdef WIN32
+ context_-&gt;makeCurrent((HDC)fl_getHDC());
+#else
+ context_-&gt;makeCurrent(fl_display, fl_window);
+#endif // WIN32
+ }
+
+ if (!valid()) {
+ // Update the viewport for this context...
+ context_-&gt;setViewport(0, 0, w(), h());
+ }
+
+ // Clear the window...
+ context_-&gt;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_-&gt;apply(scene_);
+}
+</PRE></UL>
+
+<H4>The scene() Method</H4>
+
+<P>The <TT>scene()</TT> method sets the scene to be drawn. The scene is
+a collection of 3D objects in a <TT>csGroup</TT>. 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
+
+<P>This appendix describes the operating system specific interfaces in FLTK.
+
+<H2>Accessing the OS Interfaces</H2>
+
+<P>All programs that need to access the operating system
+specific interfaces must include the following header file:
+
+<UL><PRE>
+#include &lt;FL/x.H&gt;
+</PRE></UL>
+
+<P>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.
+
+<CENTER><TABLE WIDTH="90%" BORDER="1" CELLPADDING="5" CELLSPACING="0" BGCOLOR="#cccccc">
+<TR>
+ <TD><B>WARNING:</B>
+
+ <P>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.</P>
+
+ </TD>
+</TR>
+</TABLE></CENTER>
+
+<H2>The UNIX (X11) Interface</H2>
+
+<P>The UNIX interface provides access to the X Window System
+state information and data structures.
+
+<H3>Handling Other X Events</H3>
+
+<H4><A name="add_handler">void Fl::add_handler(int (*f)(int))</A></H4>
+
+<P>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.
+
+<P>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 <A
+href="#fl_xevent"><TT>fl_xevent</TT></A> variable.</P>
+
+<P>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
+<TT>FL_SHORTCUT</TT>.</P>
+
+<H4><A name="fl_xevent">extern XEvent *fl_xvent</A></H4>
+
+<P>This variable contains the most recent X event.
+
+<H4><A name="fl_event_time">extern ulong fl_event_time</A></H4>
+
+<P>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.
+
+<H4><A name="fl_xid">Window fl_xid(const Fl_Window *)</A></H4>
+
+<P>Returns the XID for a window, or zero if not <TT>shown()</TT>.
+
+<H4><A name="fl_find">Fl_Window *fl_find(ulong xid)</A></H4>
+
+<P>Returns the <TT>Fl_Window</TT> that corresponds to the given
+XID, or <TT>NULL</TT> if not found. This function uses a cache
+so it is slightly faster than iterating through the windows
+yourself.</P>
+
+<H4><A name="fl_handle">int fl_handle(const XEvent &amp;)</A></H4>
+
+<P>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 <TT>add_handler()</TT>
+functions all return 0, this function will return false.
+
+<P>Besides feeding events your code should call <A
+href="Fl.html#Fl.flush"><TT>Fl::flush()</TT></A>
+periodically so that FLTK redraws its windows.</P>
+
+<P>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 <A
+href="functions.html#fl_ask"><TT>fl_ask()</TT></A>, for
+instance, it will not return until the modal function
+returns.</P>
+
+<H3>Drawing using Xlib</H3>
+
+<P>The following global variables are set before <A
+HREF="subclassing.html#draw"><TT>Fl_Widget::draw()</TT></A> is
+called, or by <A
+href="Fl_Window.html#Fl_Window.make_current"><TT>Fl_Window::make_current()</TT></A>:
+
+<UL><PRE>
+extern Display *fl_display;
+extern Window fl_window;
+extern GC fl_gc;
+extern int fl_screen;
+extern XVisualInfo *fl_visual;
+extern Colormap fl_colormap;
+</PRE></UL>
+
+<P>You must use them to produce Xlib calls. Don't attempt to change
+them. A typical X drawing call is written like this:
+
+<UL><PRE>
+XDrawSomething(fl_display, fl_window, fl_gc, ...);
+</PRE></UL>
+
+<P>Other information such as the position or size of the X
+window can be found by looking at <A
+href="Fl_Window.html#Fl_Window.make_current"><TT>Fl_Window::current()</TT></A>,
+which returns a pointer to the <TT>Fl_Window</TT> being drawn.
+
+<H4><A name="fl_xpixel">unsigned long fl_xpixel(Fl_Color i)<BR>
+unsigned long fl_xpixel(uchar r, uchar g, uchar b)</A></H4>
+
+<P>Returns the X pixel number used to draw the given FLTK color
+index or RGB color. This is the X pixel that <A
+href="drawing.html#fl_color"><TT>fl_color()</TT></A> would use.
+
+<H4><A name="fl_parse_color">int fl_parse_color(const char* p, uchar&amp; r, uchar&amp; g, uchar&amp; b)</A></H4>
+
+<P>Convert a name into the red, green, and blue values of a color
+by parsing the X11 color names. On other systems, <tt>fl_parse_color</tt>
+can only convert names in hexadecimal encoding, for example <tt>#ff8083</tt>.
+
+<H4><A name="fl_xfont">extern XFontStruct *fl_xfont</A></H4>
+
+<P>Points to the font selected by the most recent <A
+href="drawing.html#fl_font"><TT>fl_font()</TT></A>. This is not
+necessarily the current font of <TT>fl_gc</TT>, which is not set
+until <A href="drawing.html#text"><TT>fl_draw()</TT></A> is
+called. If FLTK was compiled with Xft support, <TT>fl_xfont</TT>
+will usually be 0 and <TT>fl_xftfont</TT> will contain a pointer
+to the XftFont structure instead.
+
+<H4><A name="fl_xftfont">extern void *fl_xftfont</A></H4>
+
+<P>If FLTK was compiled with Xft support enabled, <tt>fl_xftfont</tt>
+Points to the xft font selected by the most recent <A
+href="drawing.html#fl_font"><TT>fl_font()</TT></A>. Otherwise
+it will be 0. <tt>fl_xftfont</tt> should be cast to
+<tt>XftFont*</tt>.
+
+<H3>Changing the Display, Screen, or X Visual</H3>
+
+<P>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 <I>before the first
+<TT>Fl_Window::show()</TT> is called</I>. You may also want to
+call <A href="Fl.html#Fl.visual">Fl::visual()</A>, which is
+a portable interface to get a full color and/or double buffered
+visual.
+
+<H4><A name="display">int Fl::display(const char *)</A></H4>
+
+<P>Set which X display to use. This actually does
+<TT>putenv(&quot;DISPLAY=...&quot;)</TT> so that child programs
+will display on the same screen if called with <TT>exec()</TT>.
+This must be done before the display is opened. This call is
+provided under MacOS and WIN32 but it has no effect.
+
+<H4><A name="fl_display">extern Display *fl_display</A></H4>
+
+<P>The open X display. This is needed as an argument to most
+Xlib calls. Don't attempt to change it! This is <TT>NULL</TT>
+before the display is opened.
+
+<H4><A name="fl_open_display">void fl_open_display()</A></H4>
+
+<P>Opens the display. Does nothing if it is already open. This
+will make sure <TT>fl_display</TT> 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 <TT>show()</TT> of a
+window.
+
+<P>This may call <TT>Fl::abort()</TT> if there is an error
+opening the display.</P>
+
+<H4><A name="fl_close_display">void fl_close_display()</A></H4>
+
+<P>This closes the X connection. You do <I>not</I> 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.
+
+<H4><A name="fl_screen">extern int fl_screen</A></H4>
+
+<P>Which screen number to use. This is set by
+<TT>fl_open_display()</TT> 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
+<TT>Fl::display()</TT> string to &quot;host:0.#&quot;.
+
+<H4><A name="fl_visual">extern XVisualInfo *fl_visual</A><BR>
+<A name="fl_colormap">extern Colormap fl_colormap</A></H4>
+
+<P>The visual and colormap that FLTK will use for all windows.
+These are set by <TT>fl_open_display()</TT> to the default
+visual and colormap. You can change them before calling
+<TT>show()</TT> on the first window. Typical code for changing
+the default visual is:
+
+<UL><PRE>
+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(&quot;No good visual&quot;);
+fl_colormap = make_a_colormap(fl_display, fl_visual-&gt;visual, fl_visual-&gt;depth);
+// it is now ok to show() windows:
+window-&gt;show(argc, argv);
+</PRE></UL>
+
+<H3>Using a Subclass of Fl_Window for Special X Stuff</H3>
+
+<P>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 <TT>draw()</TT> method
+that uses Xlib (and/or OpenGL) calls only.
+
+<P>FLTK can also manage XID's provided by other libraries or
+programs, and call those libraries when the window needs to be
+redrawn.</P>
+
+<P>To do this, you need to make a subclass of <A
+href="Fl_Window.html#Fl_Window"><TT>Fl_Window</TT></A> and
+override some of these virtual functions:</P>
+
+<H4>virtual void Fl_Window::show()</H4>
+
+<P>If the window is already <TT>shown()</TT> this must cause it
+to be raised, this can usually be done by calling
+<TT>Fl_Window::show()</TT>. If not <TT>shown()</TT> your
+implementation must call either <TT>Fl_X::set_xid()</TT> or
+<TT>Fl_X::make_xid()</TT>.
+
+<P>An example:</P>
+
+<UL><PRE>
+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-&gt;visual, AllocNone);
+ }
+ Fl_X::make_xid(this, visual, colormap);
+}
+</PRE></UL>
+
+<H4>Fl_X *Fl_X::set_xid(Fl_Window *, Window xid)</H4>
+
+<P>Allocate a hidden structure called an <TT>Fl_X</TT>, put the
+XID into it, and set a pointer to it from the
+<TT>Fl_Window</TT>. This causes <TT>Fl_Window::shown()</TT> to
+return true.
+
+<H4>void Fl_X::make_xid(Fl_Window *, XVisualInfo *= fl_visual,
+Colormap = fl_colormap)</H4>
+
+<P>This static method does the most onerous parts of creating an
+X window, including setting the label, resize limitations, etc.
+It then does <TT>Fl_X::set_xid()</TT> with this new window and
+maps the window.
+
+<H4>virtual void Fl_Window::flush()</H4>
+
+<P>This virtual function is called by <TT>Fl::flush()</TT> to
+update the window. For FLTK's own windows it does this by
+setting the global variables <TT>fl_window</TT> and
+<TT>fl_gc</TT> and then calling the <TT>draw()</TT> method. For
+your own windows you might just want to put all the drawing code
+in here.
+
+<P>The X region that is a combination of all <TT>damage()</TT>
+calls done so far is in <TT>Fl_X::i(this)-&gt;region</TT>. If
+<TT>NULL</TT> then you should redraw the entire window. The
+undocumented function <TT>fl_clip_region(XRegion)</TT> will
+initialize the FLTK clip stack with a region or <TT>NULL</TT>
+for no clipping. You must set region to <TT>NULL</TT> afterwards
+as <TT>fl_clip_region()</TT> will own and delete it when
+done.</P>
+
+<P>If <TT>damage() &amp; FL_DAMAGE_EXPOSE</TT> then only X
+expose events have happened. This may be useful if you have an
+undamaged image (such as a backing buffer) around.</P>
+
+<P>Here is a sample where an undamaged image is kept somewhere:</P>
+
+<UL><PRE>
+void MyWindow::flush() {
+ fl_clip_region(Fl_X::i(this)-&gt;region);
+ Fl_X::i(this)-&gt;region = 0;
+ if (damage() != 2) {... draw things into backing store ...}
+ ... copy backing store to window ...
+}
+</PRE></UL>
+
+<H4>virtual void Fl_Window::hide()</H4>
+
+<P>Destroy the window server copy of the window. Usually you
+will destroy contexts, pixmaps, or other resources used by the
+window, and then call <TT>Fl_Window::hide()</TT> to get rid of
+the main window identified by <TT>xid()</TT>. If you override
+this, you must also override the destructor as shown:
+
+<UL><PRE>
+void MyWindow::hide() {
+ if (mypixmap) {
+ XFreePixmap(fl_display,mypixmap);
+ mypixmap = 0;
+ }
+ Fl_Window::hide(); // you must call this
+}
+</PRE></UL>
+
+<H4>virtual void Fl_Window::~Fl_Window()</H4>
+
+<P>Because of the way C++ works, if you override <TT>hide()</TT>
+you <I>must</I> override the destructor as well (otherwise only
+the base class <TT>hide()</TT> is called):
+
+<UL><PRE>
+MyWindow::~MyWindow() {
+ hide();
+}
+</PRE></UL>
+
+<H3>Setting the Icon of a Window</H3>
+
+<P>FLTK currently supports setting a window's icon <b>before</b> it
+is shown using the <TT>Fl_Window::icon()</TT> method.
+
+<H4>void Fl_Window::icon(char *)</H4>
+
+<P>Sets the icon for the window to the passed pointer. You will
+need to cast the icon <TT>Pixmap</TT> to a <TT>char *</TT> when
+calling this method. To set a monochrome icon using a bitmap compiled
+with your application use:
+
+<UL><PRE>
+#include &quot;icon.xbm&quot;
+
+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-&gt;icon((char *)p);
+</PRE></UL>
+
+<P>To use a multi-colored icon, the XPM format and library
+should be used as follows:
+
+<UL><PRE>
+#include &lt;X11/xpm.h&gt;
+#include &quot;icon.xpm&quot;
+
+fl_open_display(); // needed if display has not been previously opened
+
+Pixmap p, mask;
+
+XpmCreatePixmapFromData(fl_display, DefaultRootWindow(fl_display),
+ icon_xpm, &amp;p, &amp;mask, NULL);
+
+window-&gt;icon((char *)p);
+</PRE></UL>
+
+<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").</p>
+
+<CENTER><TABLE WIDTH="90%" BORDER="1" CELLPADDING="5" CELLSPACING="0" BGCOLOR="#cccccc">
+<TR>
+ <TD><B>NOTE:</B>
+
+ <P>You must call <A
+ HREF="Fl_Window.html#Fl_Window.show"><TT>Fl_Window::show(argc,
+ argv)</TT></A> for the icon to be used. The
+ <TT>Fl_Window::show()</TT> method does not bind the icon
+ to the window.
+
+ </TD>
+</TR>
+</TABLE></CENTER>
+
+<H3>X Resources</H3>
+
+<P>When the <A
+HREF="Fl_Window.html#Fl_Window.show"><TT>Fl_Window::show(argc,
+argv)</TT></A> method is called, FLTK looks for the following X
+resources:
+
+<UL>
+
+ <LI><TT>background</TT> - The default background color
+ for widgets (color).
+
+ <LI><TT>dndTextOps</TT> - The default setting for
+ drag and drop text operations (boolean).
+
+ <LI><TT>foreground</TT> - The default foreground (label)
+ color for widgets (color).
+
+ <LI><TT>scheme</TT> - The default scheme to use
+ (string).
+
+ <LI><TT>selectBackground</TT> - The default selection
+ color for menus, etc. (color).
+
+ <LI><TT>Text.background</TT> - The default background
+ color for text fields (color).
+
+ <LI><TT>tooltips</TT> - The default setting for
+ tooltips (boolean).
+
+ <LI><TT>visibleFocus</TT> - The default setting for
+ visible keyboard focus on non-text widgets (boolean).
+
+</UL>
+
+<P>Resources associated with the first window's <A
+HREF="Fl_Window.html#Fl_Window.xclass"><TT>Fl_Window::xclass()</TT></A>
+string are queried first, or if no class has been specified then
+the class "fltk" is used (e.g. <TT>fltk.background</TT>). If no
+match is found, a global search is done (e.g.
+<TT>*background</TT>).
+
+<H2>The Windows (WIN32) Interface</H2>
+
+<P>The Windows interface provides access to the WIN32 GDI
+state information and data structures.
+
+<H3>Handling Other WIN32 Messages</H3>
+
+<P>By default a single WNDCLASSEX called &quot;FLTK&quot; is
+created. All <TT>Fl_Window</TT>'s are of this class unless you
+use <TT>Fl_Window::xclass()</TT>. The window class is created
+the first time <TT>Fl_Window::show()</TT> is called.
+
+<P>You can probably combine FLTK with other libraries that make
+their own WIN32 window classes. The easiest way is to call
+<TT>Fl::wait()</TT>, as it will call <TT>DispatchMessage</TT>
+for all messages to the other windows. If necessary you can let
+the other library take over as long as it calls
+<TT>DispatchMessage()</TT>, but you will have to arrange for the
+function <TT>Fl::flush()</TT> to be called regularly so that
+widgets are updated, timeouts are handled, and the idle
+functions are called.</P>
+
+<H4><A name="fl_msg">extern MSG fl_msg</A></H4>
+
+<P>This variable contains the most recent message read by
+<TT>GetMessage</TT>, which is called by <A
+href="Fl.html#Fl.wait"><TT>Fl::wait()</TT></A>. 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).
+
+<H4><A name="WIN32.add_handler">void Fl::add_handler(int (*f)(int))</A></H4>
+
+<P>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 <TT>DefWindowProc()</TT>.
+
+<H4><A name="WIN32.fl_xid">HWND fl_xid(const Fl_Window *)</A></H4>
+
+<P>Returns the window handle for a <TT>Fl_Window</TT>, or zero
+if not <TT>shown()</TT>.
+
+<H4><A name="WIN32.fl_find">Fl_Window *fl_find(HWND xid)</A></H4>
+
+<P>Returns the <TT>Fl_Window</TT> that corresponds to the given
+window handle, or <TT>NULL</TT> if not found. This function uses
+a cache so it is slightly faster than iterating through the
+windows yourself.
+
+<H3><A name="WIN32.gdi">Drawing Things Using the WIN32 GDI</A></H3>
+
+<P>When the virtual function <A
+HREF="subclassing.html#draw"><TT>Fl_Widget::draw()</TT></A> is
+called, FLTK stores all the silly extra arguments you need to
+make a proper GDI call in some global variables:
+
+<UL><PRE>
+extern HINSTANCE fl_display;
+extern HWND fl_window;
+extern HDC fl_gc;
+COLORREF fl_RGB();
+HPEN fl_pen();
+HBRUSH fl_brush();
+</PRE></UL>
+
+<P>These global variables are set before <TT>draw()</TT> is
+called, or by <A
+href="Fl_Window.html#Fl_Window.make_current"><TT>Fl_Window::make_current()</TT></A>.
+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 <TT>fl_color()</TT> and are created as
+needed and cached. A typical GDI drawing call is written like
+this:
+
+<UL><PRE>
+DrawSomething(fl_gc, ..., fl_brush());
+</PRE></UL>
+
+<P>It may also be useful to refer to <A
+href="Fl_Window.html#Fl_Window.make_current"><TT>Fl_Window::current()</TT></A>
+to get the window's size or position.
+
+<H3>Setting the Icon of a Window</H3>
+
+<P>FLTK currently supports setting a window's icon *before* it
+is shown using the <TT>Fl_Window::icon()</TT> method.
+
+<H4>void Fl_Window::icon(char *)</H4>
+
+<P>Sets the icon for the window to the passed pointer. You will
+need to cast the <TT>HICON</TT> handle to a <TT>char *</TT> when
+calling this method. To set the icon using an icon resource
+compiled with your application use:
+
+<UL><PRE>
+window-&gt;icon((char *)LoadIcon(fl_display, MAKEINTRESOURCE(IDI_ICON)));
+</PRE></UL>
+
+<P>You can also use the <TT>LoadImage()</TT> and related
+functions to load specific resolutions or create the icon from
+bitmap data.
+
+<CENTER><TABLE WIDTH="90%" BORDER="1" CELLPADDING="5" CELLSPACING="0" BGCOLOR="#cccccc">
+<TR>
+ <TD><B>NOTE:</B>
+
+ <P>You must call <A
+ HREF="Fl_Window.html#Fl_Window.show"><TT>Fl_Window::show(argc,
+ argv)</TT></A> for the icon to be used. The
+ <TT>Fl_Window::show()</TT> method does not bind the icon
+ to the window.
+
+ </TD>
+</TR>
+</TABLE></CENTER>
+
+<H3>How to Not Get a MSDOS Console Window</H3>
+
+<P>WIN32 has a really stupid mode switch stored in the
+executables that controls whether or not to make a console
+window.
+
+<P>To always get a console window you simply create a console
+application (the &quot;/SUBSYSTEM:CONSOLE&quot; option for the
+linker). For a GUI-only application create a WIN32 application
+(the &quot;/SUBSYSTEM:WINDOWS&quot; option for the linker).</P>
+
+<P>FLTK includes a <TT>WinMain()</TT> function that calls the
+ANSI standard <TT>main()</TT> entry point for you. <I>This
+function creates a console window when you use the debug version
+of the library.</I></P>
+
+<P>WIN32 applications without a console cannot write to
+<TT>stdout</TT> or <TT>stderr</TT>, 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.</P>
+
+<H3>Known WIN32 Bugs and Problems</H3>
+
+<P>The following is a list of known bugs and problems in the WIN32
+version of FLTK:
+
+<UL>
+
+ <LI>If a program is deactivated, <TT>Fl::wait()</TT>
+ does not return until it is activated again, even though
+ many events are delivered to the program. This can cause
+ idle background processes to stop unexpectedly. This
+ also happens while the user is dragging or resizing
+ windows or otherwise holding the mouse down. We were
+ forced to remove most of the efficiency FLTK uses for
+ redrawing in order to get windows to update while being
+ moved. This is a design error in WIN32 and probably
+ impossible to get around.</LI>
+
+ <LI><TT>Fl_Gl_Window::can_do_overlay()</TT> returns true
+ until the first time it attempts to draw an overlay, and
+ then correctly returns whether or not there is overlay
+ hardware.</LI>
+
+ <LI><TT>SetCapture</TT> (used by <TT>Fl::grab()</TT>)
+ doesn't work, and the main window title bar turns gray
+ while menus are popped up.</LI>
+
+ <LI>Compilation with <TT>gcc 3.4.4</TT> and <TT>-Os</TT> exposes an
+ optimisation bug in gcc. The symptom is that when drawing
+ filled circles only the perimeter is drawn. This can for instance
+ be seen in the symbols demo. Other optimisation options such
+ as -O2 and -O3 seem to work OK. More details can be found
+ in STR#1656 </LI>
+</UL>
+
+<H2>The MacOS Interface</h2>
+
+<P>FLTK supports MacOS X using the Apple Carbon library. Older
+versions of MacOS are <I>not</I> supported.
+
+<H4>Control, Option, and Command Modifier Keys</H4>
+
+<P>FLTK maps the Mac 'control' key to <TT>FL_CTRL</TT>, the
+'option' key to <TT>FL_ALT</TT> and the 'Apple' key to
+<TT>FL_META</TT>. Keyboard events return the key name in
+<TT>Fl::event_key()</TT> and the keystroke translation in
+<TT>Fl::event_text()</TT>. For example, typing Option-Y on a Mac
+keyboard will set <TT>FL_ALT</TT> in <TT>Fl::event_state()</TT>,
+set <TT>Fl::event_key()</TT> to 'y' and return the Yen symbol in
+<TT>Fl::event_text()</TT>.
+
+<H4>WindowRef fl_xid(const Fl_Window *)</H4>
+
+<P>Returns the window reference for an <tt>Fl_Window</tt>, or
+<TT>NULL</TT> if the window has not been shown.
+
+<h4>Fl_Window *fl_find(WindowRef xid)</h4>
+
+<P>Returns the <tt>Fl_Window</tt> that corresponds to the give
+window handle, or <TT>NULL</TT> if not found. FLTK windows that
+are children of top-level windows share the WindowRef of the
+top-level window.
+
+<h3>Apple "Quit" Event</h3>
+
+<P>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 <tt>FL_CLOSE</tt> event to all open
+windows. If all windows close, the application will terminate.
+
+<h3>Apple "Open" Event</h3>
+
+Whenever the user drops a file onto an application icon, OS X
+generates an Apple Event of the type "Open". You can have FLTK
+notify you of an Open event by setting the <tt>fl_open_callback</tt>.
+
+<h4><a name=fl_open_callback>void fl_open_callback(void (*cb)(const char *))</a></h4>
+
+<tt>cb</tt> will be called with a single iUnix-style file name and path.
+If multiple files were dropped, <tt>fl_open_callback</tt> will be called
+multiple times.
+
+<h3>Drawing Things Using QuickDraw</h3>
+
+<P>When the virtual function <tt>Fl_Widget::draw()</tt> is
+called, FLTK has prepared the Window and CGrafPort for drawing.
+Clipping and offsets are prepared to allow correct subwindow
+drawing.
+
+<h3>Drawing Things Using Quartz</h3>
+
+<P>If the FLTK library was compiled using the configuration
+flag <tt>--enable-quartz</tt>, all code inside <tt>Fl_Widget::draw()</tt>
+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 <tt>Fl_Window</tt>.
+
+<h3>Fl_Double_Window</h3>
+
+<P>OS X double-buffers all windows automatically. On OS X,
+<tt>Fl_Window</tt> and <tt>Fl_Double_Window</tt> are handled
+internally in the same way.
+
+<h3>Mac File System Specifics</h3>
+
+<h4>Resource Forks</h4>
+
+<P>FLTK does not access the resource fork of an application.
+However, a minimal resource fork must be created for OS X
+applications
+
+<CENTER><TABLE WIDTH="80%" BORDER="1" BGCOLOR="#cccccc" CELLPADDING="5">
+<TR><TD><B>Caution:</B>
+
+<P>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 &gt; fluid.r". After unpacking the
+Resource Fork needs to be reattached, e.g. "Rez fluid.r -o
+fluid".
+</TD></TR></TABLE></CENTER>
+
+<P>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.
+
+<h4>Mac File Paths</h4>
+
+<P>FLTK uses UNIX-style filenames and paths.
+
+<H3>Known MacOS Bugs and Problems</H3>
+
+<P>The following is a list of known bugs and problems in the
+MacOS version of FLTK:
+
+<UL>
+
+ <LI>Line styles are not well supported. This is due to
+ limitations in the QuickDraw interface.</LI>
+
+ <li>Nested subwindows are not supported, i.e. you can
+ have a <tt>Fl_Window</tt> widget inside a
+ <tt>Fl_Window</tt>, but not a <tt>Fl_Window</tt> inside a
+ <tt>Fl_Window</tt> inside a <tt>Fl_Window</tt>.</li>
+
+</UL>
+
+*/
diff --git a/documentation/preface.dox b/documentation/preface.dox
index 78fca2128..2844d5d66 100644
--- a/documentation/preface.dox
+++ b/documentation/preface.dox
@@ -40,7 +40,7 @@ HREF="license.html">Appendix A</A>.</B>
<LI><A HREF="fluid.html#FLUID">Chapter 9 - Programming With FLUID</A></LI>
- <LI><A HREF="widgets.html#widgets">Appendix A - Class Reference</A></LI>
+ <LI><A HREF="classes.html">Appendix A - Class Reference</A></LI>
<LI><A HREF="functions.html#functions">Appendix B - Function Reference</A></LI>
diff --git a/documentation/subclassing.dox b/documentation/subclassing.dox
new file mode 100644
index 000000000..cb4763be2
--- /dev/null
+++ b/documentation/subclassing.dox
@@ -0,0 +1,431 @@
+/**
+
+ \page subclassing 7 - Adding and Extending Widgets
+
+<P>This chapter describes how to add your own widgets or extend existing
+widgets in FLTK.
+<H2>Subclassing</H2>
+ New widgets are created by <I>subclassing</I> an existing FLTK widget,
+typically <TT>Fl_Widget</TT> for controls and <TT>Fl_Group</TT> for
+composite widgets.
+<P>A control widget typically interacts with the user to receive and/or
+display a value of some sort. </P>
+<P>A composite widget widget holds a list of child widgets and handles moving,
+sizing, showing, or hiding them as needed. <TT>Fl_Group</TT> is the
+main composite widget widget class in FLTK, and all of the other composite widgets (<TT>
+Fl_Pack</TT>, <TT>Fl_Scroll</TT>, <TT>Fl_Tabs</TT>, <TT>Fl_Tile</TT>,
+and <TT>Fl_Window</TT>) are subclasses of it. </P>
+<P>You can also subclass other existing widgets to provide a different
+look or user-interface. For example, the button widgets are all
+subclasses of <TT>Fl_Button</TT> 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. </P>
+<H2>Making a Subclass of Fl_Widget</H2>
+ Your subclasses can directly descend from <TT>Fl_Widget</TT> or any
+subclass of <TT>Fl_Widget</TT>. <TT>Fl_Widget</TT> has only four
+virtual methods, and overriding some or all of these may be necessary.
+<H2>The Constructor</H2>
+ The constructor should have the following arguments:
+<UL><PRE>
+MyClass(int x, int y, int w, int h, const char *label = 0);
+</PRE></UL>
+ This will allow the class to be used in <A href="fluid.html#FLUID">FLUID</A>
+ without problems.
+<P>The constructor must call the constructor for the base class and
+pass the same arguments: </P>
+<UL><PRE>
+MyClass::MyClass(int x, int y, int w, int h, const char *label)
+: Fl_Widget(x, y, w, h, label) {
+// do initialization stuff...
+}
+</PRE></UL>
+<TT>Fl_Widget</TT>'s protected constructor sets <TT>x()</TT>, <TT>y()</TT>,
+<TT>w()</TT>, <TT>h()</TT>, and <TT>label()</TT> to the passed values
+and initializes the other instance variables to:
+<UL><PRE>
+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);
+</PRE></UL>
+<H2>Protected Methods of Fl_Widget</H2>
+ The following methods are provided for subclasses to use:
+<UL>
+<LI><A href=#clear_visible><TT>Fl_Widget::clear_visible</TT></A></LI>
+<LI><A href=#damage><TT>Fl_Widget::damage</TT></A></LI>
+<LI><A href=#draw_box><TT>Fl_Widget::draw_box</TT></A></LI>
+<LI><A href=#draw_focus><TT>Fl_Widget::draw_focus</TT></A></LI>
+<LI><A href=#draw_label><TT>Fl_Widget::draw_label</TT></A></LI>
+<LI><A href=#set_flag><TT>Fl_Widget::set_flag</TT></A></LI>
+<LI><A href=#set_visible><TT>Fl_Widget::set_visible</TT></A></LI>
+<LI><A href=#test_shortcut><TT>Fl_Widget::test_shortcut</TT></A></LI>
+<LI><A href=#type><TT>Fl_Widget::type</TT></A></LI>
+</UL>
+<H4><A name=damage>void Fl_Widget::damage(uchar mask)
+<BR> void Fl_Widget::damage(uchar mask, int x, int y, int w, int h)
+<BR> uchar Fl_Widget::damage()</A></H4>
+The first form indicates that a partial update of the object is
+needed. The bits in mask are OR'd into <TT>damage()</TT>. Your <TT>
+draw()</TT> routine can examine these bits to limit what it is
+drawing. The public method <TT>Fl_Widget::redraw()</TT> simply does
+<TT> Fl_Widget::damage(FL_DAMAGE_ALL)</TT>, but the implementation of
+your widget can call the private <TT>damage(n)</TT>.
+<P>The second form indicates that a region is damaged. If only these
+calls are done in a window (no calls to <TT>damage(n)</TT>) 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 <TT>damage()</TT> unless this is a <TT>Fl_Window</TT> widget. </P>
+<P>The third form returns the bitwise-OR of all <TT>damage(n)</TT>
+calls done since the last <TT>draw()</TT>.</P>
+<P><I>When redrawing your widgets you should look at the damage bits to
+see what parts of your widget need redrawing.</I> The <tt>handle()</tt>
+method can then set individual damage bits to limit the amount of drawing
+that needs to be done:
+<UL><PRE>
+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() &amp; FL_DAMAGE_ALL) {
+ ... draw frame/box and other static stuff ...
+ }
+
+ if (damage() &amp; (FL_DAMAGE_ALL | 1)) draw_part1();
+ if (damage() &amp; (FL_DAMAGE_ALL | 2)) draw_part2();
+ if (damage() &amp; (FL_DAMAGE_ALL | 4)) draw_part3();
+}
+</PRE></UL>
+<H4><A name=draw_box>void Fl_Widget::draw_box() const
+<BR></A>void Fl_Widget::draw_box(Fl_Boxtype b, ulong c) const</H4>
+ The first form draws this widget's <TT>box()</TT>, using the
+dimensions of the widget. The second form uses <TT>b</TT> as the box
+type and <TT>c</TT> as the color for the box.
+
+<H4><A name="draw_focus">void Fl_Widget::draw_focus() const
+<BR>void Fl_Widget::draw_focus(Fl_Boxtype b, int x, int y, int w, int h) const</A></H4>
+
+<P>Draws a focus box inside the widgets bounding box. The second
+form allows you to specify a different bounding box.
+
+<H4><A name=draw_label>void Fl_Widget::draw_label() const
+<BR> void Fl_Widget::draw_label(int x, int y, int w, int h) const
+<BR> void Fl_Widget::draw_label(int x, int y, int w, int h, Fl_Align
+align) const</A></H4>
+ This is the usual function for a <TT>draw()</TT> method to call to
+draw the widget's label. It does not draw the label if it is supposed
+to be outside the box (on the assumption that the enclosing group will
+draw those labels).
+<P>The second form uses the passed bounding box instead of the widget's
+bounding box. This is useful so &quot;centered&quot; labels are aligned with some
+feature, like a moving slider. </P>
+<P>The third form draws the label anywhere. It acts as though <TT>
+FL_ALIGN_INSIDE</TT> has been forced on so the label will appear inside
+the passed bounding box. This is designed for parent groups to draw
+labels with. </P>
+<H4><A name=set_flag>void Fl_Widget::set_flag(SHORTCUT_LABEL)</A></H4>
+Modifies <TT>draw_label()</TT> so that '&amp;' characters cause an underscore
+to be printed under the next letter.
+<H4><A name=set_visible>void Fl_Widget::set_visible()</A>
+<BR><A name=clear_visible>void Fl_Widget::clear_visible()</A></H4>
+ Fast inline versions of <TT>Fl_Widget::hide()</TT> and <TT>
+Fl_Widget::show()</TT>. These do not send the <TT>FL_HIDE</TT> and <TT>
+FL_SHOW</TT> events to the widget.
+<H4><A name=test_shortcut>int Fl_Widget::test_shortcut() const
+<BR> static int Fl_Widget::test_shortcut(const char *s)</A></H4>
+ The first version tests <TT>Fl_Widget::label()</TT> against the
+current event (which should be a <TT>FL_SHORTCUT</TT> event). If the
+label contains a '&amp;' character and the character after it matches the key
+press, this returns true. This returns false if the <TT>SHORTCUT_LABEL</TT>
+flag is off, if the label is <TT>NULL</TT> or does not have a
+'&amp;' character in it, or if the keypress does not match the character.
+<P>The second version lets you do this test against an arbitrary
+string. </P>
+<H4><A name=type>uchar Fl_Widget::type() const
+<BR> void Fl_Widget::type(uchar t)</A></H4>
+ The property <TT>Fl_Widget::type()</TT> can return an arbitrary 8-bit
+identifier, and can be set with the protected method <TT>type(uchar t)</TT>
+. This value had to be provided for Forms compatibility, but you can
+use it for any purpose you want. Try to keep the value less than 100
+to not interfere with reserved values.
+<P>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. </P>
+<P>If you don't have RTTI you can use the clumsy FLTK mechanisim, by
+having <TT>type()</TT> use a unique value. These unique values must
+be greater than the symbol <TT>FL_RESERVED_TYPE</TT> (which is 100).
+Look through the header files for <TT>FL_RESERVED_TYPE</TT> to find an
+unused number. If you make a subclass of <TT>Fl_Window</TT>
+you must use <TT>FL_WINDOW + n</TT> (<TT>n</tt> must be in the
+range 1 to 7). </P>
+<H2><A NAME="handle">Handling Events</A></H2>
+ The virtual method <TT>int Fl_Widget::handle(int event)</TT> is called
+to handle each event passed to the widget. It can:
+<UL>
+<LI>Change the state of the widget. </LI>
+<LI>Call <A href=Fl_Widget.html#Fl_Widget.redraw><TT>Fl_Widget::redraw()</TT>
+</A> if the widget needs to be redisplayed. </LI>
+<LI>Call <A href=Fl_Widget.html#Fl_Widget.damage><TT>
+Fl_Widget::damage(n)</TT></A> if the widget needs a partial-update
+(assuming you provide support for this in your <A HREF="#draw"><TT>Fl_Widget::draw()</TT></A>
+ method). </LI>
+<LI>Call <A href=Fl_Widget.html#Fl_Widget.do_callback><TT>
+Fl_Widget::do_callback()</TT></A> if a callback should be generated. </LI>
+<LI>Call <TT>Fl_Widget::handle()</TT> on child widgets. </LI>
+</UL>
+ Events are identified by the integer argument. Other information
+about the most recent event is stored in static locations and aquired
+by calling the <A href=events.html#events><TT>Fl::event_*()</TT></A>
+ functions. This information remains valid until another event is
+handled.
+<P>Here is a sample <TT>handle()</TT> method for a widget that acts as
+a pushbutton and also accepts the keystroke 'x' to cause the callback: </P>
+<UL><PRE>
+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);
+ }
+}
+</PRE></UL>
+
+<P>You must return non-zero if your <TT>handle()</TT> method
+uses the event. If you return zero, the parent widget will try
+sending the event to another widget.
+
+<H2><A NAME="draw">Drawing the Widget</A></H2>
+
+<P>The <TT>draw()</TT> virtual method is called when FLTK wants
+you to redraw your widget. It will be called if and only if
+<TT>damage()</TT> is non-zero, and <TT>damage()</TT> will be
+cleared to zero after it returns. The <TT>draw()</TT> method
+should be declared protected so that it can't be called from
+non-drawing code.
+
+<P>The <TT>damage()</TT> value contains the bitwise-OR of all
+the <TT>damage(n)</TT> 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
+<TT>FL_DAMAGE_ALL</TT> bit if it thinks the entire widget must
+be redrawn, e.g. for an expose event. </P>
+
+<P>Expose events (and the above <TT>damage(b,x,y,w,h)</TT>) will cause <TT>
+draw()</TT> to be called with FLTK's <A href=drawing.html#clipping>
+clipping</A> turned on. You can greatly speed up redrawing in some
+cases by testing <TT>fl_not_clipped(x,y,w,h)</TT> or <TT>fl_clip_box(...)</TT> and
+skipping invisible parts. </P>
+<P>Besides the protected methods described above, FLTK provides a large
+number of basic drawing functions, which are described <A href=drawing.html#drawing>
+below</A>. </P>
+<H2>Resizing the Widget</H2>
+ The <TT>resize(int x, int y, int w, int h)</TT> method is called when
+the widget is being resized or moved. The arguments are the new
+position, width, and height. <TT>x()</TT>, <TT>y()</TT>, <TT>w()</TT>,
+and <TT>h()</TT> still remain the old size. You must call <TT>resize()</TT>
+ on your base class with the same arguments to get the widget size to
+actually change.
+<P>This should <I>not</I> call <TT>redraw()</TT>, at least if only the <TT>
+x()</TT> and <TT>y()</TT> change. This is because composite widgets like <A href=Fl_Scroll.html#Fl_Scroll>
+<TT>Fl_Scroll</TT></A> may have a more efficient way of drawing the new
+position. </P>
+<H2>Making a Composite Widget</H2>
+ A &quot;composite&quot; widget contains one or more &quot;child&quot; widgets.
+ To make a composite widget you should subclass <A href=Fl_Group.html#Fl_Group><TT>Fl_Group</TT></A>
+. It is possible to make a composite object that is not a subclass of <TT>
+Fl_Group</TT>, but you'll have to duplicate the code in <TT>Fl_Group</TT>
+ anyways.
+<P>Instances of the child widgets may be included in the parent: </P>
+<UL><PRE>
+class MyClass : public Fl_Group {
+ Fl_Button the_button;
+ Fl_Slider the_slider;
+ ...
+};
+</PRE></UL>
+ The constructor has to initialize these instances. They are
+automatically <TT>add()</TT>ed to the group, since the <TT>Fl_Group</TT>
+ constructor does <TT>begin()</TT>. <I>Don't forget to call <TT>end()</TT>
+ or use the <A href=Fl_End.html#Fl_End><TT>Fl_End</TT></A> pseudo-class:</I>
+<UL><PRE>
+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!
+}
+</PRE></UL>
+ The child widgets need callbacks. These will be called with a pointer
+to the children, but the widget itself may be found in the <TT>parent()</TT>
+ pointer of the child. Usually these callbacks can be static private
+methods, with a matching private method:
+<UL><PRE>
+void MyClass::static_slider_cb(Fl_Widget* v, void *) { // static method
+ ((MyClass*)(v-&gt;parent())-&gt;slider_cb();
+}
+void MyClass::slider_cb() { // normal method
+ use(the_slider-&gt;value());
+}
+</PRE></UL>
+ If you make the <TT>handle()</TT> method, you can quickly pass all the
+events to the children using the <TT>Fl_Group::handle()</TT> method.
+You don't need to override <TT>handle()</TT> if your composite widget
+does nothing other than pass events to the children:
+<UL><PRE>
+int MyClass::handle(int event) {
+ if (Fl_Group::handle(event)) return 1;
+ ... handle events that children don't want ...
+}
+</PRE></UL>
+
+<P>If you override <TT>draw()</TT> you need to draw all the
+children. If <TT>redraw()</TT> or <TT>damage()</TT> is called
+on a child, <TT>damage(FL_DAMAGE_CHILD)</TT> is done to the
+group, so this bit of <TT>damage()</TT> can be used to indicate
+that a child needs to be drawn. It is fastest if you avoid
+drawing anything else in this case:
+
+<UL><PRE>
+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
+ }
+ }
+}
+</PRE></UL>
+<TT>Fl_Group</TT> provides some protected methods to make drawing
+easier:
+<UL>
+<LI><A href=#draw_child>draw_child</A></LI>
+<LI><A href=#draw_outside_label>draw_outside_label</A></LI>
+<LI><A href=#update_child>update_child</A></LI>
+</UL>
+<H4><A name=draw_child>void Fl_Group::draw_child(Fl_Widget&amp;)</A></H4>
+ This will force the child's <TT>damage()</TT> bits all to one and call <TT>
+draw()</TT> on it, then clear the <TT>damage()</TT>. You should call
+this on all children if a total redraw of your widget is requested, or
+if you draw something (like a background box) that damages the child.
+ Nothing is done if the child is not <TT>visible()</TT> or if it is
+clipped.
+<H4><A name=draw_outside_label>void
+Fl_Group::draw_outside_label(Fl_Widget&amp;) const</A></H4>
+ Draw the labels that are <I>not</I> drawn by <A href=#draw_label><TT>
+draw_label()</TT></A>. If you want more control over the label
+positions you might want to call <TT>child-&gt;draw_label(x,y,w,h,a)</TT>.
+<H4><A name=update_child>void Fl_Group::update_child(Fl_Widget&amp;)</A></H4>
+ Draws the child only if its <TT>damage()</TT> is non-zero. You
+should call this on all the children if your own damage is equal to
+FL_DAMAGE_CHILD. Nothing is done if the child is not <TT>visible()</TT>
+ or if it is clipped.
+
+<H2>Cut and Paste Support</H2>
+FLTK provides routines to cut and paste 8-bit text (in the future this
+may be UTF-8) between applications:
+<UL>
+<LI><A href="Fl.html#Fl.paste"><TT>Fl::paste</TT></A></LI>
+<LI><A href="Fl.html#Fl.selection"><TT>Fl::selection</TT></A></LI>
+<LI><A href="Fl.html#Fl.selection_owner"><TT>Fl::selection_owner</TT></A></LI>
+</UL>
+It may be possible to cut/paste non-text data by using <A href=osissues.html#add_handler>
+<TT>Fl::add_handler()</TT></A>.
+
+<H2>Drag And Drop Support</H2>
+
+FLTK provides routines to drag and drop 8-bit text between applications:
+
+<P>Drag'n'drop operations are are initiated by copying data to the
+clipboard and calling the function
+<A href="Fl.html#Fl.dnd"><TT>Fl::dnd()</TT></A>.
+
+<P>Drop attempts are handled via <A href="events.html#dnd">events</A>:
+<UL>
+<LI><TT>FL_DND_ENTER</TT></LI>
+<LI><TT>FL_DND_DRAG</TT></LI>
+<LI><TT>FL_DND_LEAVE</TT></LI>
+<LI><TT>FL_DND_RELEASE</TT></LI>
+<LI><TT>FL_PASTE</TT></LI>
+</UL>
+
+<H2>Making a subclass of Fl_Window</H2>
+
+<P>You may want your widget to be a subclass of
+<TT>Fl_Window</TT>, <TT>Fl_Double_Window</TT>, or
+<TT>FL_Gl_Window</TT>. 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.
+
+<P>Subclassing <TT>Fl_Window</TT>is almost exactly like
+subclassing <TT>Fl_Group</TT>, and in fact you can easily
+switch a subclass back and forth. Watch out for the following
+differences: </P>
+
+<OL>
+
+ <LI><TT>Fl_Window</TT> is a subclass of
+ <TT>Fl_Group</TT> so <I>make sure your constructor calls
+ <TT>end()</TT></I> unless you actually want children
+ added to your window.</LI>
+
+ <LI>When handling events and drawing, the upper-left
+ corner is at 0,0, not <TT>x(),y()</TT> as in other
+ <TT>Fl_Widget</TT>'s. For instance, to draw a box
+ around the widget, call <TT>draw_box(0, 0, w(),
+ h())</TT>, rather than <TT>draw_box(x(), y(), w(),
+ h())</TT>.</LI>
+
+</OL>
+
+<P>You may also want to subclass <TT>Fl_Window</TT> in order to
+get access to different visuals or to change other attributes of
+the windows. See <A href="osissues.html">"Appendix F - Operating
+System Issues"</A> for more information.
+
+*/