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authorMatthias Melcher <fltk@matthiasm.com>2011-01-08 16:28:16 +0000
committerMatthias Melcher <fltk@matthiasm.com>2011-01-08 16:28:16 +0000
commit2dc664935d8109767c2d107c6b644082fe06ac05 (patch)
tree6e5e622962a1503161b86884cd3423cb2bba1ab1 /branch-3.0-2011/documentation/src
parentf62a6a927a8ce7aa91b023e7aafad9b5ff96f755 (diff)
git-svn-id: file:///fltk/svn/fltk/branches/branch-1.3@8217 ea41ed52-d2ee-0310-a9c1-e6b18d33e121
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+/**
+
+ \page advanced Advanced FLTK
+
+This chapter explains advanced programming and design topics
+that will help you to get the most out of FLTK.
+
+\section advanced_multithreading Multithreading
+
+FLTK supports multithreaded applications using a locking mechanism
+based on "pthreads". We do not provide a threading interface as part of
+the library. However a simple example how threads can be implemented
+for all supported platforms can be found in \p test/threads.h
+and \p test/threads.cxx.
+
+To use the locking mechanism, FLTK must be compiled with
+\p --enable-threads set during the \p configure
+process. IDE-based versions of FLTK are automatically compiled with
+locking enabled if possible.
+
+In \p main(), call
+Fl::lock() before
+Fl::run() or
+Fl::wait() to start the runtime
+multithreading support for your program. All callbacks and derived
+functions like \p handle() and \p draw() will now be properly
+locked:
+
+\code
+ int main() {
+ Fl::lock();
+ /* run thread */
+ while (Fl::wait() > 0) {
+ if (Fl::thread_message()) {
+ /* process your data */
+ }
+ }
+ }
+\endcode
+
+You can now start as many threads as you like. From within
+a thread (other than the main thread) FLTK calls must be wrapped
+with calls to Fl::lock() and Fl::unlock():
+
+\code
+ Fl::lock(); // avoid conflicting calls
+ ... // your code here
+ Fl::unlock(); // allow other threads to access FLTK again
+\endcode
+
+You can send messages from child threads to the main thread
+using Fl::awake(void* message):
+
+\code
+ void *msg; // "msg" is a pointer to your message
+ Fl::awake(msg); // send "msg" to main thread
+\endcode
+
+A message can be anything you like. The main thread can retrieve
+the message by calling Fl::thread_message(). See example above.
+
+You can also tell the main thread to call a function for you
+as soon as possible by using
+Fl::awake(Fl_Awake_Handler cb, void* userdata):
+
+\code
+ void do_something(void *userdata) {
+ // running with the main thread
+ }
+
+ // running in another thread
+ void *data; // "data" is a pointer to your user data
+ Fl::awake(do_something, data); // call something in main thread
+\endcode
+
+
+FLTK supports multiple platforms, some of which allow only the
+main thread to handle system events and open or close windows.
+The safe thing to do is to adhere to the following rules for
+threads on all operating systems:
+
+
+\li Don't \p show() or \p hide() anything that contains
+ widgets derived from Fl_Window, including dialogs, file
+ choosers, subwindows or those using Fl_Gl_Window.
+
+\li Don't call Fl::wait(), Fl::flush() or any
+ related methods that will handle system messages
+
+\li Don't start or cancel timers
+
+\li Don't change window decorations or titles
+
+\li The \p make_current() method may or may not work well for
+ regular windows, but should always work for a Fl_Gl_Window
+ to allow for high speed rendering on graphics cards with multiple
+ pipelines
+
+See also:
+Fl::awake(void* message),
+Fl::lock(),
+Fl::thread_message(),
+Fl::unlock().
+
+
+\htmlonly
+<hr>
+<table summary="navigation bar" width="100%" border="0">
+<tr>
+ <td width="45%" align="LEFT">
+ <a class="el" href="fluid.html">
+ [Prev]
+ Programming with FLUID
+ </a>
+ </td>
+ <td width="10%" align="CENTER">
+ <a class="el" href="main.html">[Index]</a>
+ </td>
+ <td width="45%" align="RIGHT">
+ <a class="el" href="unicode.html">
+ Unicode and utf-8 Support
+ [Next]
+ </a>
+ </td>
+</tr>
+</table>
+\endhtmlonly
+
+*/
diff --git a/branch-3.0-2011/documentation/src/basics.dox b/branch-3.0-2011/documentation/src/basics.dox
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+/**
+
+ \page basics FLTK Basics
+
+This chapter teaches you the basics of compiling programs
+that use FLTK.
+
+\section basics_writing Writing Your First FLTK Program
+
+All programs must include the file <tt><FL/Fl.H></tt>.
+In addition the program must include a header file for each
+FLTK class it uses. Listing 1 shows a simple "Hello,
+World!" program that uses FLTK to display the window.
+
+\par Listing 1 - "hello.cxx"
+\code
+#include <FL/Fl.H>
+#include <FL/Fl_Window.H>
+#include <FL/Fl_Box.H>
+
+int main(int argc, char **argv) {
+ Fl_Window *window = new Fl_Window(340,180);
+ Fl_Box *box = new Fl_Box(20,40,300,100,"Hello, World!");
+ box->box(FL_UP_BOX);
+ box->labelfont(FL_BOLD+FL_ITALIC);
+ box->labelsize(36);
+ box->labeltype(FL_SHADOW_LABEL);
+ window->end();
+ window->show(argc, argv);
+ return Fl::run();
+}
+\endcode
+
+<!-- NEED 2in -->
+
+After including the required header files, the program then creates a
+window. All following widgets will automatically be children of this window.
+
+\code
+Fl_Window *window = new Fl_Window(340,180);
+\endcode
+
+Then we create a box with the "Hello, World!" string in it. FLTK automatically
+adds the new box to \p window, the current grouping widget.
+
+\code
+Fl_Box *box = new Fl_Box(20,40,300,100,"Hello, World!");
+\endcode
+
+Next, we set the type of box and the font, size, and style of the label:
+
+\code
+box->box(FL_UP_BOX);
+box->labelfont(FL_BOLD+FL_ITALIC);
+box->labelsize(36);
+box->labeltype(FL_SHADOW_LABEL);
+\endcode
+
+We tell FLTK that we will not add any more widgets to \p window.
+
+\code
+window->end();
+\endcode
+
+Finally, we show the window and enter the FLTK event loop:
+
+\code
+window->show(argc, argv);
+return Fl::run();
+\endcode
+
+The resulting program will display the window in Figure 2-1.
+You can quit the program by closing the window or pressing the
+<tt>ESC</tt>ape key.
+
+\image html hello.C.png "Figure 2-1: The Hello, World! Window"
+\image latex hello.C.png "The Hello, World! Window" width=8cm
+
+\subsection basics_creating Creating the Widgets
+
+The widgets are created using the C++ \p new operator. For
+most widgets the arguments to the constructor are:
+
+\code
+Fl_Widget(x, y, width, height, label)
+\endcode
+
+The \p x and \p y parameters determine where the
+widget or window is placed on the screen. In FLTK the top left
+corner of the window or screen is the origin
+(i.e. <tt>x = 0, y = 0</tt>)
+and the units are in pixels.
+
+The \p width and \p height parameters determine
+the size of the widget or window in pixels. The maximum widget
+size is typically governed by the underlying window system or
+hardware.
+
+\p label is a pointer to a character string to label
+the widget with or \p NULL. If not specified the label
+defaults to \p NULL. The label string must be in static
+storage such as a string constant because FLTK does not make a
+copy of it - it just uses the pointer.
+
+\subsection basics_hierarchies Creating Widget hierarchies
+
+Widgets are commonly ordered into functional groups, which
+in turn may be grouped again, creating a hierarchy of widgets.
+FLTK makes it easy to fill groups by automatically adding all widgets
+that are created between a
+<tt>myGroup->begin()</tt>
+and
+<tt>myGroup->end()</tt>.
+In this example, \p myGroup would be the \e current group.
+
+Newly created groups and their derived widgets implicitly call
+\p begin() in the constructor, effectively adding all
+subsequently created widgets to itself until \p end()
+is called.
+
+Setting the current group to \p NULL will stop automatic
+hierarchies. New widgets can now be added manually using
+<tt>Fl_Group::add(...)</tt>
+and
+<tt>Fl_Group::insert(...)</tt>.
+
+\subsection basics_getset Get/Set Methods
+
+<tt>box->box(FL_UP_BOX)</tt>
+sets the type of box the Fl_Box draws, changing it from the default of
+\p FL_NO_BOX, which means that no box is drawn. In our
+"Hello, World!" example we use \p FL_UP_BOX,
+which means that a raised button border will be drawn around
+the widget. More details are available in the
+\ref common_boxtypes
+section.
+
+You could examine the boxtype in by doing
+<tt>box->box()</tt>. FLTK uses method name overloading to make
+short names for get/set methods. A "set" method is always of
+the form "void name(type)", and a "get" method is always
+of the form "type name() const".
+
+\subsection basics_redrawing Redrawing After Changing Attributes
+
+Almost all of the set/get pairs are very fast, short inline
+functions and thus very efficient. However, <i>the "set" methods
+do not call \p redraw()</i> - you have to call it
+yourself. This greatly reduces code size and execution time. The
+only common exceptions are \p value() which calls
+\p redraw() and \p label() which calls
+\p redraw_label() if necessary.
+
+\subsection basics_labels Labels
+
+All widgets support labels. In the case of window widgets,
+the label is used for the label in the title bar. Our example
+program calls the \p labelfont(), \p labelsize(),
+and \p labeltype() methods.
+
+The \p labelfont() method sets the typeface and style
+that is used for the label, which for this example we are using
+\p FL_BOLD and \p FL_ITALIC. You can also specify
+typefaces directly.
+
+The \p labelsize() method sets the height of the font in pixels.
+
+The \p labeltype()
+method sets the type of label. FLTK supports normal, embossed,
+and shadowed labels internally, and more types can be added as
+desired.
+
+A complete list of all label options can be found in the section on
+\ref common_labels.
+
+\subsection basics_showing Showing the Window
+
+The \p show() method shows the widget or window. For windows
+you can also provide the command-line arguments to allow users to
+customize the appearance, size, and position of your windows.
+
+\subsection basics_eventloop The Main Event Loop
+
+All FLTK applications (and most GUI applications in general)
+are based on a simple event processing model. User actions such
+as mouse movement, button clicks, and keyboard activity generate
+events that are sent to an application. The application may then
+ignore the events or respond to the user, typically by redrawing
+a button in the "down" position, adding the text to an input
+field, and so forth.
+
+FLTK also supports idle, timer, and file pseudo-events that
+cause a function to be called when they occur. Idle functions
+are called when no user input is present and no timers or files
+need to be handled - in short, when the application is not doing
+anything. Idle callbacks are often used to update a 3D display
+or do other background processing.
+
+Timer functions are called after a specific amount of time
+has expired. They can be used to pop up a progress dialog after
+a certain amount of time or do other things that need to happen
+at more-or-less regular intervals. FLTK timers are not 100%
+accurate, so they should not be used to measure time intervals,
+for example.
+
+File functions are called when data is ready to read or
+write, or when an error condition occurs on a file. They are
+most often used to monitor network connections (sockets) for
+data-driven displays.
+
+FLTK applications must periodically check (Fl::check())
+or wait (Fl::wait()) for events or use the Fl::run()
+method to enter a standard event processing loop. Calling
+Fl::run() is equivalent to the following code:
+
+\code
+while (Fl::wait());
+\endcode
+
+Fl::run() does not return until all of the windows
+under FLTK control are closed by the user or your program.
+
+\section basics_standard_compiler Compiling Programs with Standard Compilers
+
+Under UNIX (and under Microsoft Windows when using the GNU development
+tools) you will probably need to tell the compiler where to find the
+header files. This is usually done using the \p -I option:
+
+\code
+CC -I/usr/local/include ...
+gcc -I/usr/local/include ...
+\endcode
+
+The \p fltk-config script included with FLTK can be
+used to get the options that are required by your compiler:
+
+\code
+CC `fltk-config --cxxflags` ...
+\endcode
+
+Similarly, when linking your application you will need to tell the
+compiler to use the FLTK library:
+
+\code
+CC ... -L/usr/local/lib -lfltk -lXext -lX11 -lm
+gcc ... -L/usr/local/lib -lfltk -lXext -lX11 -lm
+\endcode
+
+Aside from the "fltk" library, there is also a "fltk_forms"
+library for the XForms compatibility classes, "fltk_gl" for the
+OpenGL and GLUT classes, and "fltk_images" for the image file
+classes, Fl_Help_Dialog widget, and system icon support.
+
+\note
+The libraries are named "fltk.lib", "fltkgl.lib", "fltkforms.lib",
+and "fltkimages.lib", respectively under Windows.
+
+As before, the \p fltk-config script included with FLTK can be
+used to get the options that are required by your linker:
+
+\code
+CC ... `fltk-config --ldflags`
+\endcode
+
+<!-- NEED 2in -->
+
+The forms, GL, and images libraries are included with the "--use-foo"
+options, as follows:
+
+\code
+CC ... `fltk-config --use-forms --ldflags`
+CC ... `fltk-config --use-gl --ldflags`
+CC ... `fltk-config --use-images --ldflags`
+CC ... `fltk-config --use-forms --use-gl --use-images --ldflags`
+\endcode
+
+Finally, you can use the \p fltk-config script to
+compile a single source file as a FLTK program:
+
+\code
+fltk-config --compile filename.cpp
+fltk-config --use-forms --compile filename.cpp
+fltk-config --use-gl --compile filename.cpp
+fltk-config --use-images --compile filename.cpp
+fltk-config --use-forms --use-gl --use-images --compile filename.cpp
+\endcode
+
+Any of these will create an executable named \p filename.
+
+\section basics_makefile Compiling Programs with Makefiles
+
+The previous section described how to use \p fltk-config to
+build a program consisting of a single source file from the command
+line, and this is very convenient for small test programs.
+But \p fltk-config can also be used to set the compiler and
+linker options as variables within a \p Makefile that can be
+used to build programs out of multiple source files:
+
+\code
+CXX = $(shell fltk-config --cxx)
+DEBUG = -g
+CXXFLAGS = $(shell fltk-config --use-gl --use-images --cxxflags ) -I.
+LDFLAGS = $(shell fltk-config --use-gl --use-images --ldflags )
+LDSTATIC = $(shell fltk-config --use-gl --use-images --ldstaticflags )
+LINK = $(CXX)
+
+TARGET = cube
+OBJS = CubeMain.o CubeView.o CubeViewUI.o
+SRCS = CubeMain.cxx CubeView.cxx CubeViewUI.cxx
+
+.SUFFIXES: .o .cxx
+%.o: %.cxx
+ $(CXX) $(CXXFLAGS) $(DEBUG) -c $<
+
+all: $(TARGET)
+ $(LINK) -o $(TARGET) $(OBJS) $(LDSTATIC)
+
+$(TARGET): $(OBJS)
+CubeMain.o: CubeMain.cxx CubeViewUI.h
+CubeView.o: CubeView.cxx CubeView.h CubeViewUI.h
+CubeViewUI.o: CubeViewUI.cxx CubeView.h
+
+clean: $(TARGET) $(OBJS)
+ rm -f *.o 2> /dev/null
+ rm -f $(TARGET) 2> /dev/null
+\endcode
+
+\section basics_visual_cpp Compiling Programs with Microsoft Visual C++
+
+In Visual C++ you will need to tell the compiler where to
+find the FLTK header files. This can be done by selecting
+"Settings" from the "Project" menu and then changing the
+"Preprocessor" settings under the "C/C++" tab. You will also
+need to add the FLTK (<tt>FLTK.LIB</tt> or <tt>FLTKD.LIB</tt>) and the Windows
+Common Controls (<tt>COMCTL32.LIB</tt>) libraries to the "Link" settings.
+You must also define <tt>WIN32</tt>.
+
+More information can be found in <tt>README.MSWindows.txt</tt>.
+
+You can build your Microsoft Windows applications as Console or
+Desktop applications. If you want to use the standard C \p main()
+function as the entry point, FLTK includes a \p WinMain()
+function that will call your \p main() function for you.
+
+\section basics_naming Naming
+
+All public symbols in FLTK start with the characters 'F' and 'L':
+
+\li Functions are either \p Fl::foo() or \p fl_foo().
+
+\li Class and type names are capitalized: \p Fl_Foo.
+
+\li \ref enumerations "Constants and enumerations"
+ are uppercase: \p FL_FOO.
+
+\li All header files start with <tt><FL/...></tt>.
+
+<!-- NEED 5in -->
+
+\section basics_headerfiles Header Files
+
+The proper way to include FLTK header files is:
+
+\code
+#include <FL/Fl_xyz.H>
+\endcode
+
+\note
+Case \e is significant on many operating systems,
+and the C standard uses the forward slash (/) to
+separate directories. <i>Do not use any of the following
+include lines:</i>
+
+\code
+#include <FL\Fl_xyz.H>
+#include <fl/fl_xyz.h>
+#include <Fl/fl_xyz.h>
+\endcode
+
+
+\htmlonly
+<hr>
+<table summary="navigation bar" width="100%" border="0">
+<tr>
+ <td width="45%" align="LEFT">
+ <a class="el" href="intro.html">
+ [Prev]
+ Introduction to FLTK
+ </a>
+ </td>
+ <td width="10%" align="CENTER">
+ <a class="el" href="main.html">[Index]</a>
+ </td>
+ <td width="45%" align="RIGHT">
+ <a class="el" href="common.html">
+ Common Widgets and Attributes
+ [Next]
+ </a>
+ </td>
+</tr>
+</table>
+\endhtmlonly
+
+*/
diff --git a/branch-3.0-2011/documentation/src/blocks.man b/branch-3.0-2011/documentation/src/blocks.man
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+.TH blocks 6 "FLTK Checkers" "15 January 2006"
+.SH NAME
+blocks \- the fltk block attack! game
+.sp
+.SH SYNOPSIS
+\fIBlocks\fR is a FLTK-based block elimination game. Stacks of
+colored blocks move from right to left as you try to eliminate
+groups adjacent blocks by clicking on them. As the game
+progresses, more colors are added (up to a maximum of 7) and the
+blocks move faster and faster.
+.SH GAME PLAY
+Press the N key to start a game. As the blocks move across the
+window, click on groups of two or more blocks to clear them - the
+larger the number of adjacent blocks, the greater the score.
+Clicking on a blocks containing a dark ball will clear all blocks
+of that color, however you will score much fewer points than a
+normal click. The game is over when the blocks reach the left
+side of the window.
+.LP
+Press the spacebar to pause the game.
+.SH SEE ALSO
+fltk(3)
+.br
+FLTK Web Site, http://www.fltk.org/
+.SH AUTHOR
+Michael R Sweet.
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+.TH checkers 6 "FLTK Checkers" "15 January 2006"
+.SH NAME
+checkers \- the fltk checkers game
+.sp
+.SH SYNOPSIS
+\fICheckers\fR is a FLTK-based version of the game of checkers.
+The game is played on an 8x8 board with each player starting with
+12 pieces or "checkers" on opposite sides of the board. The
+computer plays the white checkers in this version of the game.
+.LP
+The object of the game is to remove all of your opponents pieces.
+Players move one of their pieces diagonally forward on each move,
+either a single space or by "jumping" an adjacent piece. Your
+opponents pieces are removed by jumping them - you can make
+multiple jumps in a single turn.
+.LP
+If a piece reaches the other side of the board, it is converted
+to a "king" which can move both forwards and backwards.
+.SH SEE ALSO
+fltk(3)
+.br
+FLTK Web Site, http://www.fltk.org/
+.SH AUTHORS
+Bill Spitzak and others.
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+/**
+
+ \page common Common Widgets and Attributes
+
+This chapter describes many of the widgets that are provided
+with FLTK and covers how to query and set the standard
+attributes.
+
+\section common_buttons Buttons
+
+FLTK provides many types of buttons:
+
+\li Fl_Button - A standard push button.
+
+\li Fl_Check_Button - A button with a check box.
+
+\li Fl_Light_Button - A push button with a light.
+
+\li Fl_Repeat_Button - A push button that repeats when held.
+
+\li Fl_Return_Button - A push button that is activated by the
+ \p Enter key.
+
+\li Fl_Round_Button - A button with a radio circle.
+
+\image html buttons.png "Figure 3-1: FLTK Button Widgets"
+\image latex buttons.png "FLTK Button Widgets" width=10cm
+
+All of these buttons just need the corresponding
+<tt><FL/Fl_xyz_Button.H></tt> header file. The constructor
+takes the bounding box of the button and optionally a label
+string:
+
+\code
+Fl_Button *button = new Fl_Button(x, y, width, height, "label");
+Fl_Light_Button *lbutton = new Fl_Light_Button(x, y, width, height);
+Fl_Round_Button *rbutton = new Fl_Round_Button(x, y, width, height, "label");
+\endcode
+
+Each button has an associated \p type() which allows
+it to behave as a push button, toggle button, or radio button:
+
+\code
+button->type(FL_NORMAL_BUTTON);
+lbutton->type(FL_TOGGLE_BUTTON);
+rbutton->type(FL_RADIO_BUTTON);
+\endcode
+
+For toggle and radio buttons, the \p value() method returns
+the current button state (0 = off, 1 = on). The \p set() and
+\p clear() methods can be used on toggle buttons to turn a
+toggle button on or off, respectively.
+Radio buttons can be turned on with the \p setonly()
+method; this will also turn off other radio buttons in the same
+group.
+
+\section common_text Text
+
+FLTK provides several text widgets for displaying and receiving text:
+
+\li Fl_Input - A one-line text input field.
+
+\li Fl_Output - A one-line text output field.
+
+\li Fl_Multiline_Input - A multi-line text input field.
+
+\li Fl_Multiline_Output - A multi-line text output field.
+
+\li Fl_Text_Display - A multi-line text display widget.
+
+\li Fl_Text_Editor - A multi-line text editing widget.
+
+\li Fl_Help_View - A HTML text display widget.
+
+The Fl_Output and Fl_Multiline_Output
+widgets allow the user to copy text from the output field but
+not change it.
+
+The \p value() method is used to get or set the
+string that is displayed:
+
+\code
+Fl_Input *input = new Fl_Input(x, y, width, height, "label");
+input->value("Now is the time for all good men...");
+\endcode
+
+The string is copied to the widget's own storage when you set
+the \p value() of the widget.
+
+The Fl_Text_Display and Fl_Text_Editor
+widgets use an associated Fl_Text_Buffer class for the
+value, instead of a simple string.
+
+<!-- NEED 4in -->
+
+\section common_valuators Valuators
+
+Unlike text widgets, valuators keep track of numbers instead of
+strings. FLTK provides the following valuators:
+
+\li Fl_Counter - A widget with arrow buttons that shows the current value.
+
+\li Fl_Dial - A round knob.
+
+\li Fl_Roller - An SGI-like dolly widget.
+
+\li Fl_Scrollbar - A standard scrollbar widget.
+
+\li Fl_Slider - A scrollbar with a knob.
+
+\li Fl_Value_Slider - A slider that shows the current value.
+
+\image html valuators.png "Figure 3-2: FLTK valuator widgets"
+\image latex valuators.png "FLTK valuator widgets" width=10cm
+
+The \p value() method gets and sets the current value
+of the widget. The \p minimum() and \p maximum()
+methods set the range of values that are reported by the
+widget.
+
+<!-- NEED 5in -->
+
+\section common_groups Groups
+
+The Fl_Group widget class is used as a general
+purpose "container" widget. Besides grouping radio
+buttons, the groups are used to encapsulate windows, tabs, and
+scrolled windows. The following group classes are available
+with FLTK:
+
+\li Fl_Double_Window - A double-buffered window on the screen.
+
+\li Fl_Gl_Window - An OpenGL window on the screen.
+
+\li Fl_Group - The base container class; can be used to group
+ any widgets together.
+
+\li Fl_Pack - A collection of widgets that are packed into the group area.
+
+\li Fl_Scroll - A scrolled window area.
+
+\li Fl_Tabs - Displays child widgets as tabs.
+
+\li Fl_Tile - A tiled window area.
+
+\li Fl_Window - A window on the screen.
+
+\li Fl_Wizard - Displays one group of widgets at a time.
+
+\section common_sizeposition Setting the Size and Position of Widgets
+
+The size and position of widgets is usually set when you create them.
+You can access them with the \p x(), \p y(), \p w(), and \p h()
+methods.
+
+You can change the size and position by using the \p position(),
+\p resize(), and \p size() methods:
+
+\code
+button->position(x, y);
+group->resize(x, y, width, height);
+window->size(width, height);
+\endcode
+
+If you change a widget's size or position after it is
+displayed you will have to call \p redraw() on the
+widget's parent.
+
+\section common_colors Colors
+
+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 \e not
+the X or MS Windows colormap, but instead is an internal table with
+fixed contents.
+
+See the
+\ref drawing_colors
+section of
+\ref drawing
+for implementation details.
+
+There are symbols for naming some of the more common colors:
+
+\li \p FL_BLACK
+\li \p FL_RED
+\li \p FL_GREEN
+\li \p FL_YELLOW
+\li \p FL_BLUE
+\li \p FL_MAGENTA
+\li \p FL_CYAN
+\li \p FL_WHITE
+\li \p FL_WHITE
+
+Other symbols are used as the default colors for all FLTK widgets.
+
+\li \p FL_FOREGROUND_COLOR
+\li \p FL_BACKGROUND_COLOR
+\li \p FL_INACTIVE_COLOR
+\li \p FL_SELECTION_COLOR
+
+The full list of named color values can be found in
+\ref enumerations_colors "FLTK Enumerations".
+
+A color value can be created from its RGB components by using the
+\p %fl_rgb_color() function, and decomposed again with
+\p Fl::get_color():
+
+\code
+Fl_Color c = fl_rgb_color(85, 170, 255); // RGB to Fl_Color
+Fl::get_color(c, r, g, b); // Fl_Color to RGB
+\endcode
+
+The widget color is set using the \p color() method:
+
+\code
+button->color(FL_RED); // set color using named value
+\endcode
+
+Similarly, the label color is set using the \p labelcolor() method:
+
+\code
+button->labelcolor(FL_WHITE);
+\endcode
+
+The Fl_Color encoding maps to a 32-bit unsigned integer representing
+RGBI, so it is also possible to specify a color using a hex constant
+as a color map index:
+
+\code
+button->color(0x000000ff); // colormap index #255 (FL_WHITE)
+\endcode
+
+or specify a color using a hex constant for the RGB components:
+
+\code
+button->color(0xff000000); // RGB: red
+button->color(0x00ff0000); // RGB: green
+button->color(0x0000ff00); // RGB: blue
+button->color(0xffffff00); // RGB: white
+\endcode
+
+\note
+If TrueColor is not available, any RGB colors will be set to
+the nearest entry in the colormap.
+
+\section common_boxtypes Box Types
+
+The type Fl_Boxtype stored and returned in Fl_Widget::box()
+is an enumeration defined in Enumerations.H.
+
+Figure 3-3 shows the standard box types included with FLTK.
+
+\image html boxtypes.png "Figure 3-3: FLTK box types"
+\image latex boxtypes.png "FLTK box types" width=12cm
+
+\p FL_NO_BOX 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.
+
+\subsection common_custom_boxtypes Making Your Own Boxtypes
+
+You can define your own boxtypes by making a small function that draws
+the box and adding it to the table of boxtypes.
+
+<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!
+ </TD>
+</TR>
+</TABLE></CENTER>
+
+\par The Drawing Function
+
+The drawing function is passed the bounding box and background color
+for the widget:
+
+\code
+void xyz_draw(int x, int y, int w, int h, Fl_Color c) {
+...
+}
+\endcode
+
+<!-- NEED 3in -->
+
+A simple drawing function might fill a rectangle with the
+given color and then draw a black outline:
+
+\code
+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);
+}
+\endcode
+
+\anchor common_fl_down
+Fl_Boxtype fl_down(Fl_Boxtype b)
+
+\par
+fl_down() returns the "pressed" or "down" version of a box.
+If no "down" version of a given box exists, the behavior of this function
+is undefined and some random box or frame is returned.
+See \ref drawing_fl_frame "Drawing Functions" for more details.
+
+\anchor common_fl_frame
+Fl_Boxtype fl_frame(Fl_Boxtype b)
+
+\par
+fl_frame() returns the unfilled, frame-only version of a box.
+If no frame version of a given box exists, the behavior of this function
+is undefined and some random box or frame is returned.
+See \ref drawing_fl_frame "Drawing Functions" for more details.
+
+Fl_Boxtype fl_box(Fl_Boxtype b)
+
+\par
+fl_box() returns the filled version of a frame.
+If no filled version of a given frame exists, the behavior of this function
+is undefined and some random box or frame is returned.
+See \ref drawing_fl_frame "Drawing Functions" for more details.
+
+\par Adding Your Box Type
+
+The Fl::set_boxtype() method adds or replaces the specified box type:
+
+\code
+#define XYZ_BOX FL_FREE_BOXTYPE
+
+Fl::set_boxtype(XYZ_BOX, xyz_draw, 1, 1, 2, 2);
+\endcode
+The last 4 arguments to Fl::set_boxtype() are the
+offsets for the \p x, \p y, \p width, and \p height values that should be
+subtracted when drawing the label inside the box.
+
+A complete box design contains four box types in this order:
+a filled, neutral box (<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
+\ref common_fl_down "fl_down(Fl_Boxtype)"
+expects the neutral design on a boxtype with a numerical
+value evenly dividable by two.
+\ref common_fl_frame "fl_frame(Fl_Boxtype)"
+expects the \p UP_BOX design at a value dividable by four.
+
+\section common_labels Labels and Label Types
+
+The \p label(), \p align(), \p labelfont(), \p labelsize(),
+\p labeltype(), \p image(), and \p deimage() methods control the
+labeling of widgets.
+
+\par label()
+
+The \p label() method sets the string that is displayed
+for the label. Symbols can be included with the label string by
+escaping them using the "@" symbol - "@@" displays a single at
+sign. Figure 3-4 shows the available symbols.
+
+\image html symbols.png "Figure 3-4: FLTK label symbols"
+\image latex symbols.png "FLTK label symbols" width=10cm
+
+<!-- NEED 2in -->
+
+The @ sign may also be followed by the following optional
+"formatting" characters, in this order:
+
+\li '#' forces square scaling, rather than distortion to the widget's shape.
+
+\li +[1-9] or -[1-9] tweaks the scaling a little bigger or smaller.
+
+\li '$' flips the symbol horizontally, '%' flips it vertically.
+
+\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.
+
+Thus, to show a very large arrow pointing downward you would use the
+label string "@+92->".
+
+\par align()
+
+The \p align() method positions the label. The following
+constants are defined and may be OR'd together as needed:
+
+\li \p FL_ALIGN_CENTER - center the label in the widget.
+\li \p FL_ALIGN_TOP - align the label at the top of the widget.
+\li \p FL_ALIGN_BOTTOM - align the label at the bottom of the widget.
+\li \p FL_ALIGN_LEFT - align the label to the left of the widget.
+\li \p FL_ALIGN_RIGHT - align the label to the right of the widget.
+\li \p FL_ALIGN_LEFT_TOP - The label appears to the left of the widget, aligned at the top. Outside labels only.
+\li \p FL_ALIGN_RIGHT_TOP - The label appears to the right of the widget, aligned at the top. Outside labels only.
+\li \p FL_ALIGN_LEFT_BOTTOM - The label appears to the left of the widget, aligned at the bottom. Outside labels only.
+\li \p FL_ALIGN_RIGHT_BOTTOM - The label appears to the right of the widget, aligned at the bottom. Outside labels only.
+\li \p FL_ALIGN_INSIDE - align the label inside the widget.
+\li \p FL_ALIGN_CLIP - clip the label to the widget's bounding box.
+\li \p FL_ALIGN_WRAP - wrap the label text as needed.
+\li \p FL_ALIGN_TEXT_OVER_IMAGE - show the label text over the image.
+\li \p FL_ALIGN_IMAGE_OVER_TEXT - show the label image over the text (default).
+\li \p FL_ALIGN_IMAGE_NEXT_TO_TEXT - The image will appear to the left of the text.
+\li \p FL_ALIGN_TEXT_NEXT_TO_IMAGE - The image will appear to the right of the text.
+\li \p FL_ALIGN_IMAGE_BACKDROP - The image will be used as a background for the widget.
+
+\anchor common_labeltype
+\par labeltype()
+
+The \p labeltype() method sets the type of the label. The
+following standard label types are included:
+
+\li \p FL_NORMAL_LABEL - draws the text.
+\li \p FL_NO_LABEL - does nothing.
+\li \p FL_SHADOW_LABEL - draws a drop shadow under the text.
+\li \p FL_ENGRAVED_LABEL - draws edges as though the text is engraved.
+\li \p FL_EMBOSSED_LABEL - draws edges as thought the text is raised.
+\li \p FL_ICON_LABEL - draws the icon associated with the text.
+
+\par image() and deimage()
+
+The \p image() and \p deimage() methods set an image that
+will be displayed with the widget. The \p deimage() method sets the
+image that is shown when the widget is inactive, while the \p image()
+method sets the image that is shown when the widget is active.
+
+To make an image you use a subclass of
+\ref ssect_Fl_Image "Fl_Image".
+
+\par Making Your Own Label Types
+
+Label types are actually indexes into a table of functions
+that draw them. The primary purpose of this is to use this to
+draw the labels in ways inaccessible through the
+fl_font() mechanism (e.g. <tt>FL_ENGRAVED_LABEL</tt>) or
+with program-generated letters or symbology.
+
+<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!
+ </TD>
+</TR>
+</TABLE></CENTER>
+
+\par Label Type Functions
+
+To setup your own label type you will need to write two
+functions: one to draw and one to measure the label. The draw
+function is called with a pointer to a Fl_Label
+structure containing the label information, the bounding box for
+the label, and the label alignment:
+
+\code
+void xyz_draw(const Fl_Label *label, int x, int y, int w, int h, Fl_Align align) {
+...
+}
+\endcode
+
+The label should be drawn \e inside this bounding box,
+even if \p FL_ALIGN_INSIDE is not enabled. The function
+is not called if the label value is \p NULL.
+
+The measure function is called with a pointer to a
+Fl_Label structure and references to the width and
+height:
+
+\code
+void xyz_measure(const Fl_Label *label, int &w, int &h) {
+...
+}
+\endcode
+
+The function should measure the size of the label and set
+\p w and \p h to the size it will occupy.
+
+\par Adding Your Label Type
+
+The Fl::set_labeltype() method creates a label type
+using your draw and measure functions:
+
+\code
+#define XYZ_LABEL FL_FREE_LABELTYPE
+
+Fl::set_labeltype(XYZ_LABEL, xyz_draw, xyz_measure);
+\endcode
+
+The label type number \p n can be any integer value
+starting at the constant \p FL_FREE_LABELTYPE. Once you
+have added the label type you can use the \p labeltype()
+method to select your label type.
+
+The Fl::set_labeltype() method can also be used to overload
+an existing label type such as \p FL_NORMAL_LABEL.
+
+\par Making your own symbols
+
+It is also possible to define your own drawings and add
+them to the symbol list, so they can be rendered as part of
+any label.
+
+To create a new symbol, you implement a drawing function
+<tt>void drawit(Fl_Color c)</tt> which typically uses the
+functions described in \ref ssect_Complex
+to generate a vector shape inside a two-by-two units sized box
+around the origin. This function is then linked into the symbols
+table using fl_add_symbol():
+
+\code
+int fl_add_symbol(const char *name, void (*drawit)(Fl_Color), int scalable)
+\endcode
+
+\p name is the name of the symbol without the "@"; \p scalable
+must be set to 1 if the symbol is generated using scalable vector drawing
+functions.
+
+\code
+int fl_draw_symbol(const char *name,int x,int y,int w,int h,Fl_Color col)
+\endcode
+
+This function draws a named symbol fitting the given rectangle.
+
+\section common_callbacks Callbacks
+
+Callbacks are functions that are called when the value of a
+widget changes. A callback function is sent a Fl_Widget
+pointer of the widget that changed and a pointer to data that
+you provide:
+
+\code
+void xyz_callback(Fl_Widget *w, void *data) {
+...
+}
+\endcode
+
+The \p callback() method sets the callback function for a
+widget. You can optionally pass a pointer to some data needed for the
+callback:
+
+\code
+int xyz_data;
+
+button->callback(xyz_callback, &xyz_data);
+\endcode
+
+Normally callbacks are performed only when the value of the
+widget changes. You can change this using the Fl_Widget::when()
+method:
+
+\code
+button->when(FL_WHEN_NEVER);
+button->when(FL_WHEN_CHANGED);
+button->when(FL_WHEN_RELEASE);
+button->when(FL_WHEN_RELEASE_ALWAYS);
+button->when(FL_WHEN_ENTER_KEY);
+button->when(FL_WHEN_ENTER_KEY_ALWAYS);
+button->when(FL_WHEN_CHANGED | FL_WHEN_NOT_CHANGED);
+\endcode
+
+<CENTER><TABLE WIDTH="80%" BORDER="1" CELLPADDING="5" CELLSPACING="0" BGCOLOR="#cccccc">
+<TR>
+ <TD><B>Note:</B>
+
+ You cannot delete a widget inside a callback, as the
+ widget may still be accessed by FLTK after your callback
+ is completed. Instead, use the Fl::delete_widget()
+ method to mark your widget for deletion when it is safe
+ to do so.
+
+ <B>Hint:</B>
+
+ 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.
+
+ 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
+ \p callback() method of the widget can be a
+ pointer to the instance of your class.
+
+\code
+class Foo {
+ void my_callback(Fl_Widget *w);
+ static void my_static_callback(Fl_Widget *w, void *f) { ((Foo *)f)->my_callback(w); }
+ ...
+}
+
+...
+
+w->callback(my_static_callback, (void *)this);
+\endcode
+ </TD>
+</TR>
+</TABLE></CENTER>
+
+\section common_shortcuts Shortcuts
+
+Shortcuts are key sequences that activate widgets such as
+buttons or menu items. The \p shortcut() method sets the
+shortcut for a widget:
+
+\code
+button->shortcut(FL_Enter);
+button->shortcut(FL_SHIFT + 'b');
+button->shortcut(FL_CTRL + 'b');
+button->shortcut(FL_ALT + 'b');
+button->shortcut(FL_CTRL + FL_ALT + 'b');
+button->shortcut(0); // no shortcut
+\endcode
+
+The shortcut value is the key event value - the ASCII value
+or one of the special keys described in
+\ref enumerations_event_key
+combined with any modifiers like \p Shift , \p Alt , and \p Control.
+
+
+\htmlonly
+<hr>
+<table summary="navigation bar" width="100%" border="0">
+<tr>
+ <td width="45%" align="LEFT">
+ <a class="el" href="basics.html">
+ [Prev]
+ FLTK Basics
+ </a>
+ </td>
+ <td width="10%" align="CENTER">
+ <a class="el" href="main.html">[Index]</a>
+ </td>
+ <td width="45%" align="RIGHT">
+ <a class="el" href="editor.html">
+ Designing a Simple Text Editor
+ [Next]
+ </a>
+ </td>
+</tr>
+</table>
+\endhtmlonly
+
+*/
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+/**
+
+ \page development Developer Information
+
+This chapter describes FLTK development and documentation.
+
+\note documentation with doxygen will be described here.
+
+
+<H2>Example</H2>
+
+\note
+
+In the following code example(s) "*" will be replaced by "#"
+as a temporary solution.
+
+\code
+
+
+/## \file
+ Fl_Clock, Fl_Clock_Output widgets . #/
+
+
+/##
+ \class Fl_Clock_Output
+ \brief This widget can be used to display a program-supplied time.
+
+ The time shown on the clock is not updated. To display the current time,
+ use Fl_Clock instead.
+
+ \image html clock.png
+ \image latex clock.png "" width=10cm
+ \image html round_clock.png
+ \image latex clock.png "" width=10cm
+ \image html round_clock.png "" width=10cm #/
+
+ /##
+ Returns the displayed time.
+ Returns the time in seconds since the UNIX epoch (January 1, 1970).
+ \see value(ulong)
+ #/
+ ulong value() const {return value_;}
+
+/##
+ Set the displayed time.
+ Set the time in seconds since the UNIX epoch (January 1, 1970).
+ \param[in] v seconds since epoch
+ \see value()
+ #/
+void Fl_Clock_Output::value(ulong v) {
+ [...]
+}
+
+/##
+ Create an Fl_Clock widget using the given position, size, and label string.
+ The default boxtype is \c FL_NO_BOX.
+ \param[in] X, Y, W, H position and size of the widget
+ \param[in] L widget label, default is no label
+ #/
+Fl_Clock::Fl_Clock(int X, int Y, int W, int H, const char #L)
+ : Fl_Clock_Output(X, Y, W, H, L) {}
+
+/##
+ Create an Fl_Clock widget using the given boxtype, position, size, and
+ label string.
+ \param[in] t boxtype
+ \param[in] X, Y, W, H position and size of the widget
+ \param[in] L widget label, default is no label
+ #/
+Fl_Clock::Fl_Clock(uchar t, int X, int Y, int W, int H, const char #L)
+ : Fl_Clock_Output(X, Y, W, H, L) {
+ type(t);
+ box(t==FL_ROUND_CLOCK ? FL_NO_BOX : FL_UP_BOX);
+}
+
+
+\endcode
+
+
+\note
+
+From Duncan: (will be removed later, just for now as a reminder)
+
+5. I've just added comments for the fl_color_chooser() functions, and
+ in order to keep them and the general Function Reference information
+ for them together, I created a new doxygen group, and used \\ingroup
+ in the three comment blocks. This creates a new Modules page (which
+ may not be what we want) with links to it from the File Members and
+ Fl_Color_Chooser.H pages. It needs a bit more experimentation on my
+ part unless someone already knows how this should be handled. (Maybe
+ we can add it to a functions.dox file that defines a functions group
+ and do that for all of the function documentation?)
+
+\b Update: the trick is not to create duplicate entries in a new group, but
+ to move the function information into the doxygen comments for the
+ class, and use the navigation links provided. Simply using \\relatesalso
+ as the first doxygen command in the function's comment puts it in the
+ appropriate place. There is no need to have \\defgroup and \\ingroup as
+ well, and indeed they don't work. So, to summarize:
+\code
+Gizmo.H
+ /## \class Gizmo
+ A gizmo that does everything
+ #/
+ class Gizmo {
+ etc
+ };
+ extern int popup_gizmo(...);
+
+Gizmo.cxx:
+ /## \relatesalso Gizmo
+ Pops up a gizmo dialog with a Gizmo in it
+ #/
+ int popup_gizmo(...);
+\endcode
+
+<H3>Example comment:</H3>
+
+You can use HTML comment statements to embed comments in doxygen comment blocks.
+These comments will not be visible in the generated document.
+
+ The following text is a developer comment.
+ <!-- *** This *** is *** invisible *** -->
+ This will be visible again.
+
+\code
+ The following text is a developer comment.
+ <!-- *** This *** is *** invisible *** -->
+ This will be visible again.
+\endcode
+
+
+<H3>Different Headlines:</H3>
+
+\code
+ <H1>Headline in big text (H1)</H1>
+ <H2>Headline in big text (H2)</H2>
+ <H3>Headline in big text (H3)</H3>
+ <H4>Headline in big text (H4)</H4>
+\endcode
+
+ <H1>Headline in big text (H1)</H1>
+ <H2>Headline in big text (H2)</H2>
+ <H3>Headline in big text (H3)</H3>
+ <H4>Headline in big text (H4)</H4>
+
+
+\section development_non-ascii Non-ASCII characters
+
+ if you came here from below: back to \ref development_links
+
+\code
+ Doxygen understands many HTML quoting characters like
+ &quot;, &uuml;, &ccedil;, &Ccedil;, but not all HTML quoting characters.
+\endcode
+
+This will appear in the document:
+
+ Doxygen understands many HTML quoting characters like
+ &quot;, &uuml;, &ccedil;, &Ccedil;, but not all HTML quoting characters.
+
+For further informations about quoting see
+ \b http://www.stack.nl/~dimitri/doxygen/htmlcmds.html
+
+<H3>Example with UTF-8 encoded text</H3>
+
+\code
+
+ <P>Assuming that the following source code was written on MS Windows,
+ this example will output the correct label on OS X and X11 as well.
+ Without the conversion call, the label on OS X would read
+ <tt>Fahrvergn¸gen</tt> with a deformed umlaut u ("cedille",
+ html "&cedil;").
+ \#code
+ btn = new Fl_Button(10, 10, 300, 25);
+ btn->copy_label(fl_latin1_to_local("Fahrvergnügen"));
+ \#endcode
+
+ \note If your application uses characters that are not part of both
+ encodings, or it will be used in areas that commonly use different
+ code pages, you might consider upgrading to FLTK 2 which supports
+ UTF-8 encoding.
+
+ \todo This is an example todo entry, please ignore !
+
+\endcode
+
+This will appear in the document:
+
+ <P>Assuming that the following source code was written on MS Windows,
+ this example will output the correct label on OS X and X11 as well.
+ Without the conversion call, the label on OS X would read
+ <tt>Fahrvergn¸gen</tt> with a deformed umlaut u ("cedille",
+ html "&cedil;").
+ \#code
+ btn = new Fl_Button(10, 10, 300, 25);
+ btn->copy_label(fl_latin1_to_local("Fahrvergnügen"));
+ \#endcode
+
+ \note If your application uses characters that are not part of both
+ encodings, or it will be used in areas that commonly use different
+ code pages, you might consider upgrading to FLTK 2 which supports
+ UTF-8 encoding.
+
+ \todo This is an example todo entry, please ignore !
+
+\section development_structure Document Structure
+
+ \li \b \\page creates a named page
+ \li \b \\section creates a named section within that page
+ \li \b \\subsection creates a named subsection within the current section
+ \li \b \\subsubsection creates a named subsubsection within the current subsection
+
+All these statements take a "name" as their first argument, and a title
+as their second argument. The title can contain spaces.
+
+The page, section, and subsection titles are formatted in blue color and
+a size like \b "<H1>", \b "<H2>", and \b "<H3>", and \b "<H4>", respectively.
+
+By <b>FLTK documentation convention</b>, a file like this one with a doxygen
+documentation chapter has the name <b>"<chapter>.dox".</b>
+The \b \\page statement at the top of the page is
+<b>"\page <chapter> This is the title"</b>.
+Sections within a documentation page must be called \b "<chapter>_<section>",
+where \b "<chapter>" is the name part of the file, and \b "<section>" is a
+unique section name within the page that can be referenced in links. The
+same for subsections and subsubsections.
+
+These doxygen page and section commands work only in special documentation
+chapters, not within normal source or header documentation blocks. However,
+links \b from normal (e.g. class) documentation \b to documentation sections
+\b do \b work.
+
+This page has
+ \code
+ \page development I - Developer Information
+ \endcode
+at its top.
+
+This section is
+ \code
+ \section development_structure Document structure
+ \endcode
+
+The following section is
+ \code
+ \section development_links Creating Links
+ \endcode
+
+
+\section development_links Creating Links
+
+Links to other documents and external links can be embedded with
+
+- doxygen \\ref links to other doxygen \\page, \\section,
+ \\subsection and \\anchor locations
+- HTML links without markup - doxygen creates "http://..."
+ links automatically
+- standard, non-Doxygen, HTML links
+
+\code
+
+- see chapter \ref unicode creates a link to the named chapter
+ unicode that has been created with a \page statement.
+
+- For further informations about quoting see
+ http://www.stack.nl/~dimitri/doxygen/htmlcmds.html
+
+- see <a href="http://www.nedit.org/">Nedit</a> creates
+ a standard HTML link
+
+\endcode
+
+appears as:
+
+- see chapter \ref unicode creates a link to the named chapter
+ unicode that has been created with a \\page statement.
+
+- For further informations about quoting see
+ http://www.stack.nl/~dimitri/doxygen/htmlcmds.html
+
+- see <a href="http://www.nedit.org/">Nedit</a> creates
+ a standard HTML link
+
+
+\section development_paragraphs Paragraph Layout
+
+There is no real need to use HTML \<P\> and \</P\> tags within the text
+to tell doxygen to start or stop a paragraph. In most cases, when doxygen
+encounters a blank line or some, but not all, \b \\commands in the text it
+knows that it as reached the start or end of a paragraph. Doxygen also
+offers the \b \\par command for special paragraph handling. It can be used
+to provide a paragraph title and also to indent a paragraph. Unfortunately
+\b \\par won't do what you expect if you want to have doxygen links and
+sometimes html tags don't work either.
+
+ <!-- use verbatim rather than code to avoid links to code reference -->
+ \verbatim
+ \par Normal Paragraph with title
+
+ This paragraph will have a title, but because there is a blank line
+ between the \par and the text, it will have the normal layout.
+
+ \par Indented Paragraph with title
+ This paragraph will also have a title, but because there is no blank
+ line between the \par and the text, it will be indented.
+
+ \par
+ It is also possible to have an indented paragraph without title.
+ This is how you indent subsequent paragraphs.
+
+ \par No link to Fl_Widget::draw()
+ Note that the paragraph title is treated as plain text.
+ Doxygen type links will not work.
+ HTML characters and tags may or may not work.
+
+ Fl_Widget::draw() links and &quot;html&quot; tags work<br>
+ \par
+ Use a single line ending with <br> for complicated paragraph titles.
+ \endverbatim
+
+The above code produces the following paragraphs:
+
+ \par Normal Paragraph with title
+
+ This paragraph will have a title, but because there is a blank line
+ between the \\par and the text, it will have the normal layout.
+
+ \par Indented Paragraph with title
+ This paragraph will also have a title, but because there is no blank
+ line between the \\par and the text, it will be indented.
+
+ \par
+ It is also possible to have an indented paragraph without title.
+ This is how you indent subsequent paragraphs.
+
+ \par No link to Fl_Widget::draw()
+ Note that the paragraph title is treated as plain text.
+ Doxygen type links will not work.
+ HTML characters and tags may or may not work.
+
+ Fl_Widget::draw() links and &quot;html&quot; tags work<br>
+ \par
+ Use a single line ending with \<br\> for complicated paragraph titles.
+
+
+\section development_navigation_test Navigation Elements
+
+Each introduction (tutorial) page ends with navigation elements. These
+elements must only be included in the html documentation, therefore
+they must be separated with \\htmlonly and \\endhtmlonly.
+
+The following code gives the navigation bar at the bottom of this page:
+
+\verbatim
+\htmlonly
+<hr>
+<table summary="navigation bar" width="100%" border="0">
+<tr>
+ <td width="45%" align="LEFT">
+ <a class="el" href="migration_1_3.html">
+ [Prev]
+ Migrating Code from FLTK 1.1 to 1.3
+ </a>
+ </td>
+ <td width="10%" align="CENTER">
+ <a class="el" href="main.html">[Index]</a>
+ </td>
+ <td width="45%" align="RIGHT">
+ <a class="el" href="license.html">
+ Software License
+ [Next]
+ </a>
+ </td>
+</tr>
+</table>
+\endhtmlonly
+\endverbatim
+
+
+\htmlonly
+<hr>
+<table summary="navigation bar" width="100%" border="0">
+<tr>
+ <td width="45%" align="LEFT">
+ <a class="el" href="migration_1_3.html">
+ [Prev]
+ Migrating Code from FLTK 1.1 to 1.3
+ </a>
+ </td>
+ <td width="10%" align="CENTER">
+ <a class="el" href="main.html">[Index]</a>
+ </td>
+ <td width="45%" align="RIGHT">
+ <a class="el" href="license.html">
+ Software License
+ [Next]
+ </a>
+ </td>
+</tr>
+</table>
+\endhtmlonly
+
+*/
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diff --git a/branch-3.0-2011/documentation/src/drawing.dox b/branch-3.0-2011/documentation/src/drawing.dox
new file mode 100644
index 000000000..22e8ce8a8
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@@ -0,0 +1,1031 @@
+/**
+
+ \page drawing Drawing Things in FLTK
+
+This chapter covers the drawing functions that are provided with FLTK.
+
+\section sect_WhenCanYouDraw When Can You Draw Things in FLTK?
+
+There are only certain places you can execute drawing code in FLTK.
+Calling these functions at other places will result in undefined behavior!
+
+\li The most common place is inside the virtual Fl_Widget::draw() method.
+ To write code here, you must subclass one of the existing Fl_Widget
+ classes and implement your own version of draw().
+
+\li You can also create custom \ref common_boxtypes "boxtypes" and
+ \ref common_labeltype "labeltypes". These involve writing small
+ procedures that can be called by existing Fl_Widget::draw() methods.
+ These "types" are identified by an 8-bit index that is stored in the
+ widget's \p box(), \p labeltype(), and possibly other properties.
+
+\li You can call Fl_Window::make_current() to do incremental update of a
+ widget. Use Fl_Widget::window() to find the window.
+
+
+\section sect_DrawingFunctions Drawing Functions
+
+To use the drawing functions you must first include the <FL/fl_draw.H>
+header file. FLTK provides the following types of drawing functions:
+
+\li \ref ssect_Boxes
+\li \ref ssect_Clipping
+\li \ref drawing_colors
+\li \ref ssect_Lines
+\li \ref ssect_Fast
+\li \ref ssect_Complex
+\li \ref ssect_Text
+\li \ref ssect_Fonts
+\li \ref ssect_CharacterEncoding
+\li \ref ssect_Overlay
+\li \ref drawing_images
+\li \ref ssect_DirectImageDrawing
+\li \ref ssect_DirectImageReading
+\li \ref ssect_Fl_Image
+\li \ref ssect_Offscreen
+
+\subsection ssect_Boxes Boxes
+
+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.
+
+void fl_draw_box(Fl_Boxtype b, int x, int y, int w, int h, Fl_Color c);
+
+\par
+The \p %fl_draw_box() function draws a standard boxtype \p b
+in the specified color \p c.
+
+\anchor drawing_fl_frame
+void fl_frame(const char *s, int x, int y, int w, int h) <br>
+void fl_frame2(const char *s, int x, int y, int w, int h)
+
+\par
+The \p %fl_frame() and \p %fl_frame2() functions draw a series of
+line segments around the given box. The string \p s must contain groups
+of 4 letters which specify one of 24 standard grayscale values,
+where 'A' is black and 'X' is white.
+The results of calling these functions with a string that is not a
+multiple of 4 characters in length are undefined.
+
+\par
+The only difference between \p %fl_frame() and \p %fl_frame2()
+is the order of the line segments:
+ - For \p %fl_frame() the order of each set of 4 characters is:
+ top, left, bottom, right.
+ - For \p %fl_frame2() the order of each set of 4 characters is:
+ bottom, right, top, left.
+
+\par
+Note that
+\ref common_fl_frame "fl_frame(Fl_Boxtype b)"
+is described in the \ref common_boxtypes section.
+
+
+\subsection ssect_Clipping Clipping
+
+You can limit all your drawing to a rectangular region by calling
+\p %fl_push_clip(), and put the drawings back by using
+\p %fl_pop_clip().
+This rectangle is measured in pixels and is unaffected by the current
+transformation matrix.
+
+In addition, the system may provide clipping when updating windows
+which may be more complex than a simple rectangle.
+
+void fl_push_clip(int x, int y, int w, int h) <br>
+void fl_clip(int x, int y, int w, int h)
+
+\par
+Intersect the current clip region with a rectangle and push this new
+region onto the stack.
+
+\par
+The \p %fl_clip() version is deprecated and
+will be removed from future releases.
+
+void fl_push_no_clip()
+
+\par
+Pushes an empty clip region on the stack so nothing will be clipped.
+
+void fl_pop_clip()
+
+\par
+Restore the previous clip region.
+
+\par
+\b Note:
+You must call \p %fl_pop_clip() once for every time you call
+\p %fl_push_clip().
+If you return to FLTK with the clip stack not empty unpredictable results
+occur.
+
+int fl_not_clipped(int x, int y, int w, int h)
+
+\par
+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.
+
+\par
+\b Note:
+Under X this returns 2 if the rectangle is partially clipped,
+and 1 if it is entirely inside the clip region.
+
+int fl_clip_box(int x, int y, int w, int h, int &X, int &Y, int &W, int &H)
+
+\par
+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. \c W and \c H are
+set to zero if the rectangle is completely outside the region.
+
+void fl_clip_region(Fl_Region r) <br>
+Fl_Region fl_clip_region()
+
+\par
+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.
+
+
+\section drawing_colors Colors
+
+FLTK manages colors as 32-bit unsigned integers, encoded as RGBI.
+When the RGB bytes are non-zero, the value is treated as RGB.
+If these bytes are zero, the I byte will be used as an index
+into the colormap.
+
+Values from 0 to 255, i.e. the I index value, represent
+colors from the FLTK 1.3.x standard colormap
+and are allocated as needed on screens without TrueColor support.
+The \b Fl_Color enumeration type defines the
+standard colors and color cube for the first 256 colors. All of
+these are named with symbols in
+\ref enumerations "<FL/Enumerations.H>".
+
+Color values greater than 255 are treated as 24-bit RGB
+values. These are mapped to the closest color supported by the
+screen, either from one of the 256 colors in the FLTK 1.3.x
+colormap or a direct RGB value on TrueColor screens.
+
+Fl_Color fl_rgb_color(uchar r, uchar g, uchar b) <br>
+Fl_Color fl_rgb_color(uchar grayscale)
+
+\par
+Generate Fl_Color out of specified
+8-bit RGB values or one 8-bit grayscale value.
+
+void fl_color(Fl_Color c) <br>
+void fl_color(int c)
+
+\par
+Sets the color for all subsequent drawing operations.
+Please use the first form:
+the second form is only provided for back compatibility.
+
+\par
+For colormapped displays, a color cell will be allocated out
+of \p fl_colormap the first time you use a color. If the
+colormap fills up then a least-squares algorithm is used to find
+the closest color.
+
+Fl_Color fl_color()
+
+\par
+Returns the last color that was set using \p %fl_color().
+This can be used for state save/restore.
+
+void fl_color(uchar r, uchar g, uchar b)
+
+\par
+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.
+
+unsigned Fl::get_color(Fl_Color i) <br>
+void Fl::get_color(Fl_Color i, uchar &red, uchar &green, uchar &blue)
+
+\par
+Generate RGB values from a colormap index value \p i.
+The first returns the RGB as a 32-bit unsigned integer,
+and the second decomposes the RGB into three 8-bit values.
+\todo work out why Fl::get_color() does not give links!
+
+Fl::get_system_colors() <br>
+Fl::foreground() <br>
+Fl::background() <br>
+Fl::background2()
+
+\par
+The first gets color values from the user preferences or the system,
+and the other routines are used to apply those values.
+
+Fl::own_colormap() <br>
+Fl::free_color(Fl_Color i, int overlay) <br>
+Fl::set_color(Fl_Color i, unsigned c)
+
+\par
+\p Fl::own_colormap() is used to install a local colormap [X11 only].
+\par
+\p Fl::free_color() and \p Fl::set_color() are used to remove and replace
+entries from the colormap.
+\todo work out why these do not give links!
+
+There are two predefined graphical interfaces for choosing colors.
+The function fl_show_colormap() shows a table of colors and returns an
+Fl_Color index value.
+The Fl_Color_Chooser widget provides a standard RGB color chooser.
+
+As the Fl_Color encoding maps to a 32-bit unsigned integer representing
+RGBI, it is also possible to specify a color using a hex constant as a
+color map index:
+<pre>
+// COLOR MAP INDEX
+color(0x000000II)
+ ------ |
+ | |
+ | Color map index (8 bits)
+ Must be zero
+</pre>
+\code
+button->color(0x000000ff); // colormap index #255 (FL_WHITE)
+\endcode
+
+or specify a color using a hex constant for the RGB components:
+<pre>
+// RGB COLOR ASSIGNMENTS
+color(0xRRGGBB00)
+ | | | |
+ | | | Must be zero
+ | | Blue (8 bits)
+ | Green (8 bits)
+ Red (8 bits)
+</pre>
+\code
+button->color(0xff000000); // RGB: red
+button->color(0x00ff0000); // RGB: green
+button->color(0x0000ff00); // RGB: blue
+button->color(0xffffff00); // RGB: white
+\endcode
+
+\note
+If TrueColor is not available, any RGB colors will be set to
+the nearest entry in the colormap.
+
+\subsection ssect_Lines Line Dashes and Thickness
+
+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.
+
+void fl_line_style(int style, int width, char* dashes)
+
+\par
+Set how to draw lines (the "pen"). If you change this it is your
+responsibility to set it back to the default with
+\p fl_line_style(0).
+
+\par
+\b Note:
+Because of how line styles are implemented on MS Windows systems, you
+\e must set the line style \e after setting the drawing color.
+If you set the
+color after the line style you will lose the line style settings!
+
+\par
+\p style is a bitmask which is a bitwise-OR of the following
+values. If you don't specify a dash type you will get a solid
+line. If you don't specify a cap or join type you will get a
+system-defined default of whatever value is fastest.
+
+\par
+\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)
+
+\par
+\p width is the number of pixels thick to draw the lines.
+Zero results in the system-defined default, which on both X and
+Windows is somewhat different and nicer than 1.
+
+\par
+\p dashes is a pointer to an array of dash lengths, measured in
+pixels. The first location is how long to draw a solid portion, the
+next is how long to draw the gap, then the solid, etc. It is
+terminated with a zero-length entry. A \p NULL pointer or a zero-length
+array results in a solid line. Odd array sizes are not supported and
+result in undefined behavior.
+
+\par
+\b Note:
+The dashes array does not work under Windows 95, 98, or Me, since those
+operating systems do not support complex line styles.
+
+
+\subsection ssect_Fast Drawing Fast Shapes
+
+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
+\ref ssect_Complex "transformation matrix",
+so you should only call these while the matrix is set to the
+identity matrix (the default).
+
+void fl_point(int x, int y)
+
+\par
+Draw a single pixel at the given coordinates.
+
+void fl_rectf(int x, int y, int w, int h) <br>
+void fl_rectf(int x, int y, int w, int h)
+
+\par
+Color a rectangle that exactly fills the given bounding box.
+
+void fl_rectf(int x, int y, int w, int h, uchar r, uchar g, uchar b)
+
+\par
+Color a rectangle with "exactly" 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
+\ref drawing_fl_draw_image "fl_draw_image()"
+so that the correct color shade is produced.
+
+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)
+
+\par
+Draw a 1-pixel border \e inside this bounding box.
+
+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)
+
+\par
+Draw one or two lines between the given points.
+
+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)
+
+\par
+Outline a 3 or 4-sided polygon with lines.
+
+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)
+
+\par
+Fill a 3 or 4-sided polygon. The polygon must be convex.
+
+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)
+
+\par
+Draw horizontal and vertical lines. A horizontal line is
+drawn first, then a vertical, then a horizontal.
+
+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)
+
+\par
+Draw vertical and horizontal lines. A vertical line is drawn
+first, then a horizontal, then a vertical.
+
+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)
+
+\par
+Draw ellipse sections using integer coordinates. These
+functions match the rather limited circle drawing code provided
+by X and MS Windows. The advantage over using
+\ref drawing_fl_arc "fl_arc()"
+with floating point
+coordinates is that they are faster because they often use the
+hardware, and they draw much nicer small circles, since the
+small sizes are often hard-coded bitmaps.
+
+\par
+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, \p a2
+must be greater or equal to \p a1.
+
+\par
+\p %fl_arc() draws a series of lines to approximate the arc.
+Notice that the integer version of \p %fl_arc() has a different
+number of arguments to the other
+\ref drawing_fl_arc "fl_arc()"
+function described later in this chapter.
+
+\par
+\p %fl_pie() draws a filled-in pie slice. This slice may
+extend outside the line drawn by \p %fl_arc(); to avoid this
+use \p w-1 and \p h-1.
+
+\todo
+add an Fl_Draw_Area_Cb typedef to allow fl_scroll(...) to be doxygenated?
+
+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)
+
+\par
+Scroll a rectangle and draw the newly exposed portions. The contents
+of the rectangular area is first shifted by \p dx and
+\p dy pixels. The callback is then called for every newly
+exposed rectangular area,
+
+
+\subsection ssect_Complex Drawing Complex Shapes
+
+The complex drawing functions let you draw arbitrary shapes
+with 2-D linear transformations. The functionality matches that
+found in the Adobe&reg; PostScript&tm; 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 MS Windows 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.
+
+void fl_push_matrix() <br>
+void fl_pop_matrix()
+
+\par
+Save and restore the current transformation. The maximum
+depth of the stack is 32 entries.
+
+void fl_scale(double x,double y) <br>
+void fl_scale(double x) <br>
+void fl_translate(double x,double y) <br>
+void fl_rotate(double d) <br>
+void fl_mult_matrix(double a,double b,double c,double d,double x,double y)
+
+\par
+Concatenate another transformation onto the current one. The rotation
+angle is in degrees (not radians) and is counter-clockwise.
+
+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)
+
+\par
+Transform a coordinate or a distance using the current transformation matrix.
+After transforming a coordinate pair, it can be added to the vertex
+list without any further translations using \p %fl_transformed_vertex().
+
+void fl_begin_points() <br>
+void fl_end_points()
+
+\par
+Start and end drawing a list of points. Points are added to
+the list with \p %fl_vertex().
+
+void fl_begin_line() <br>
+void fl_end_line()
+
+\par
+Start and end drawing lines.
+
+void fl_begin_loop() <br>
+void fl_end_loop()
+
+\par
+Start and end drawing a closed sequence of lines.
+
+void fl_begin_polygon() <br>
+void fl_end_polygon()
+
+\par
+Start and end drawing a convex filled polygon.
+
+void fl_begin_complex_polygon() <br>
+void fl_gap() <br>
+void fl_end_complex_polygon()
+
+\par
+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 \p %fl_gap() to separate loops of
+the path. It is unnecessary but harmless to call
+\p %fl_gap() before the first vertex, after the last one,
+or several times in a row.
+
+\par
+\p %fl_gap() should only be called between
+\p %fl_begin_complex_polygon() and
+\p %fl_end_complex_polygon().
+To outline the polygon, use
+\p %fl_begin_loop() and replace each
+\p %fl_gap() with a
+\p %fl_end_loop();%fl_begin_loop() pair.
+
+\par
+\b Note:
+For portability, you should only draw polygons that appear the same whether
+"even/odd" or "non-zero" winding rules are used to fill them. Holes should
+be drawn in the opposite direction of the outside loop.
+
+void fl_vertex(double x,double y)
+
+\par
+Add a single vertex to the current path.
+
+void fl_curve(double X0, double Y0, double X1, double Y1, double X2, double Y2, double X3, double Y3)
+
+\par
+Add a series of points on a Bezier curve to the path. The curve ends
+(and two of the points) are at <tt>X0,Y0</tt> and <tt>X3,Y3</tt>.
+
+\anchor drawing_fl_arc
+void fl_arc(double x, double y, double r, double start, double end)
+
+\par
+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 \p %fl_arc().
+The center of the circle is given by \p x and \p y,
+and \p r is its radius.
+\p %fl_arc()
+takes \p start and \p end angles that are measured
+in degrees counter-clockwise from 3 o'clock.
+If \p end is less than \p start then it draws the arc in a clockwise
+direction.
+
+void fl_circle(double x, double y, double r)
+
+\par
+\p fl_circle(...) is equivalent to \p fl_arc(...,0,360) but may
+be faster. It must be the \e only thing in the path: if you want
+a circle as part of a complex polygon you must use \p %fl_arc().
+
+\par
+\b Note:
+\p %fl_circle() draws incorrectly if the transformation is both rotated and
+non-square scaled.
+
+\subsection ssect_Text Drawing Text
+
+All text is drawn in the
+\ref drawing_fl_font "current font".
+It is undefined whether this location or the characters are
+modified by the current transformation.
+
+void fl_draw(const char *, int x, int y) <br>
+void fl_draw(const char *, int n, int x, int y)
+
+\par
+Draw a nul-terminated string or an array of \p n characters
+starting at the given location. Text is aligned to the left and to
+the baseline of the font. To align to the bottom, subtract
+\p %fl_descent() from \p y.
+To align to the top, subtract \p %fl_descent() and add \p %fl_height().
+This version of \p %fl_draw() provides direct access to
+the text drawing function of the underlying OS. It does not apply any
+special handling to control characters.
+
+void fl_draw(const char* str, int x, int y, int w, int h, Fl_Align align, Fl_Image* img, int draw_symbols)
+
+\par
+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 \p x, \p y, \p w and \p h.
+See Fl_Widget::align() for values for \p align.
+The value \p FL_ALIGN_INSIDE is ignored, as this function always
+prints inside the box.
+
+\par
+If \p img is provided and is not \p NULL, the
+image is drawn above or below the text as specified by the
+\p align value.
+
+\par
+The \p draw_symbols argument specifies whether or not
+to look for symbol names starting with the "@" character.
+
+\par
+The text length is limited to 1024 characters per line.
+
+void fl_measure(const char *str, int& w, int& h, int draw_symbols)
+
+\par
+Measure how wide and tall the string will be when printed by
+the \p fl_draw(...align) function.
+If the incoming \p w is non-zero it will wrap to that width.
+
+int fl_height()
+
+\par
+Recommended minimum line spacing for the current font. You
+can also just use the value of \p size passed to
+\ref drawing_fl_font "fl_font()".
+
+int fl_descent()
+
+\par
+Recommended distance above the bottom of a \p %fl_height() tall box to draw
+the text at so it looks centered vertically in that box.
+
+double fl_width(const char* txt) <br>
+double fl_width(const char* txt, int n) <br>
+double fl_width(unsigned int unicode_char)
+
+\par
+Return the pixel width of a nul-terminated string, a sequence of \p n
+characters, or a single character in the current font.
+
+const char* fl_shortcut_label(int shortcut)
+
+\par
+Unparse a shortcut value as used by Fl_Button or Fl_Menu_Item
+into a human-readable string like "Alt+N". This only
+works if the shortcut is a character key or a numbered function
+key. If the shortcut is zero an empty string is returned. The
+return value points at a static buffer that is overwritten with
+each call.
+
+\subsection ssect_Fonts Fonts
+
+FLTK supports a set of standard fonts based on the Times,
+Helvetica/Arial, Courier, and Symbol typefaces, as well as
+custom fonts that your application may load. Each font is
+accessed by an index into a font table.
+
+Initially only the first 16 faces are filled in. There are
+symbolic names for them: FL_HELVETICA,
+FL_TIMES, FL_COURIER, and modifier values
+FL_BOLD and FL_ITALIC which can be added to
+these, and FL_SYMBOL and FL_ZAPF_DINGBATS.
+Faces greater than 255 cannot be used in Fl_Widget
+labels, since Fl_Widget stores the index as a byte.
+
+\anchor drawing_fl_font
+void fl_font(int face, int size)
+
+\par
+Set the current font, which is then used by the routines
+described above. You may call this outside a draw context if
+necessary to call fl_width(), but on X this will open
+the display.
+
+\par
+The font is identified by a \p face and a \p size.
+The size of the font is measured in \p pixels and not "points".
+Lines should be spaced \p size pixels apart or more.
+
+int fl_font() <br>
+int fl_size()
+
+\par
+Returns the face and size set by the most recent call to
+\p fl_font(a,b). This can be used to save/restore the font.
+
+\subsection ssect_CharacterEncoding Character Encoding
+
+FLTK 1.3 expects all text in Unicode UTF-8 encoding. UTF-8 is
+ASCII compatible for the first 128 characters. International
+characters are encoded in multibyte sequences.
+
+FLTK expects individual characters, characters that are not part of
+a string, in UCS-4 encoding, which is also ASCII compatible, but
+requires 4 bytes to store a Unicode character.
+
+For more information about character encodings, see the chapter on
+\ref unicode.
+
+\subsection ssect_Overlay Drawing Overlays
+
+These functions allow you to draw interactive selection rectangles
+without using the overlay hardware. FLTK will XOR a single rectangle
+outline over a window.
+
+void fl_overlay_rect(int x, int y, int w, int h); <br>
+void fl_overlay_clear();
+
+\par
+\p %fl_overlay_rect() draws a selection rectangle, erasing any
+previous rectangle by XOR'ing it first. \p %fl_overlay_clear()
+will erase the rectangle without drawing a new one.
+
+\par
+Using these functions is tricky. You should make a widget
+with both a \p handle() and \p draw() method.
+\p draw() should call \p %fl_overlay_clear() before
+doing anything else. Your \p handle() method should call
+<tt>window()->make_current()</tt> and then
+\p %fl_overlay_rect() after FL_DRAG events, and
+should call \p %fl_overlay_clear() after a
+FL_RELEASE event.
+
+
+\section drawing_images Drawing Images
+
+To draw images, you can either do it directly from data in
+your memory, or you can create a Fl_Image object. The advantage of
+drawing directly is that it is more intuitive, and it is faster
+if the image data changes more often than it is redrawn. The
+advantage of using the object is that FLTK will cache translated
+forms of the image (on X it uses a server pixmap) and thus
+redrawing is \e much faster.
+
+\subsection ssect_DirectImageDrawing Direct Image Drawing
+
+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.
+
+\anchor drawing_fl_draw_image
+void fl_draw_image(const uchar *buf,int X,int Y,int W,int H,int D,int L)<br>
+void fl_draw_image_mono(const uchar *buf,int X,int Y,int W,int H,int D,int L)
+
+\par
+Draw an 8-bit per color RGB or luminance image. The pointer
+points at the "r" data of the top-left pixel. Color
+data must be in <tt>r,g,b</tt> order.
+The top left corner is given by \p X and \p Y
+and the size of the image is given by \p W and \p H.
+\p D is the delta to add to the pointer between pixels,
+it may be any value greater or equal to \p 3,
+or it can be negative to flip the image horizontally.
+\p L is the delta to add to the pointer between lines
+(if 0 is passed it uses \p W*D).
+and may be larger than \p W*D to crop data,
+or negative to flip the image vertically.
+
+\par
+It is highly recommended that you put the following code before the
+first show() of \e any window in your program to get rid
+of the dithering if possible:
+
+\code
+Fl::visual(FL_RGB);
+\endcode
+
+\par
+Gray scale (1-channel) images may be drawn. This is done if
+<tt>abs(D)</tt> is less than 3, or by calling
+\p %fl_draw_image_mono(). Only one 8-bit sample is used for
+each pixel, and on screens with different numbers of bits for
+red, green, and blue only gray colors are used. Setting
+\p D greater than 1 will let you display one channel of a
+color image.
+
+\par
+\b Note:
+The X version does not support all possible visuals.
+If FLTK cannot draw the image in the current visual it
+will abort. FLTK supports any visual of 8 bits or less,
+and all common TrueColor visuals up to 32 bits.
+
+typedef void (*Fl_Draw_Image_Cb)(void *data,int x,int y,int w,uchar *buf) <br>
+void fl_draw_image(Fl_Draw_Image_Cb cb,void *data,int X,int Y,int W,int H,int D) <br>
+void fl_draw_image_mono(Fl_Draw_Image_Cb cb,void *data,int X,int Y,int W,int H,int D)
+
+\par
+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.
+
+\par
+The callback is called with the \p void* user data
+pointer which can be used to point at a structure of information
+about the image, and the \p x, \p y, and \p w
+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 \p w
+pixels from scanline \p y, starting at pixel \p x,
+to this buffer.
+
+\par
+Due to cropping, less than the whole image may be requested.
+So \p x may be greater than zero, the first \p y may
+be greater than zero, and \p w may be less than \p W.
+The buffer is long enough to store the entire \p W*D
+pixels, this is for convenience with some decompression
+schemes where you must decompress the entire line at once:
+decompress it into the buffer, and then if \p x is not
+zero, copy the data over so the \p x'th pixel is at the
+start of the buffer.
+
+\par
+You can assume the \p y's will be consecutive, except
+the first one may be greater than zero.
+
+\par
+If \p D is 4 or more, you must fill in the unused bytes
+with zero.
+
+int fl_draw_pixmap(char* const* data, int x, int y, Fl_Color bg) <br>
+int fl_draw_pixmap(const char* const* cdata, int x, int y, Fl_Color bg)
+
+\par
+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.
+
+\par
+To use an XPM, do:
+
+\code
+#include "foo.xpm"
+...
+fl_draw_pixmap(foo, X, Y);
+\endcode
+
+\par
+Transparent colors are replaced by the optional
+Fl_Color argument. To draw with true transparency you must
+use the Fl_Pixmap class.
+
+int fl_measure_pixmap(char* const* data, int &w, int &h) <br>
+int fl_measure_pixmap(const char* const* cdata, int &w, int &h)
+
+\par
+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.
+
+\subsection ssect_DirectImageReading Direct Image Reading
+
+FLTK provides a single function for reading from the current
+window or off-screen buffer into a RGB(A) image buffer.
+
+uchar* fl_read_image(uchar *p, int X, int Y, int W, int H, int alpha)
+
+\par
+Read a RGB(A) image from the current window or off-screen
+buffer. The \p p argument points to a buffer that can hold
+the image and must be at least \p W*H*3 bytes when reading
+RGB images and \p W*H*4 bytes when reading RGBA images. If
+\p NULL, \p %fl_read_image() will create an array of
+the proper size which can be freed using \p delete[].
+
+\par
+The \p alpha parameter controls whether an alpha
+channel is created and the value that is placed in the alpha
+channel. If 0, no alpha channel is generated.
+
+\subsection ssect_Fl_Image Image Classes
+
+FLTK provides a base image class called Fl_Image which supports
+creating, copying, and drawing images of various kinds, along
+with some basic color operations. Images can be used as labels
+for widgets using the \p image() and \p deimage() methods or drawn directly.
+
+The Fl_Image class does almost nothing by itself, but is instead
+supported by three basic image types:
+
+\li Fl_Bitmap
+\li Fl_Pixmap
+\li Fl_RGB_Image
+
+The Fl_Bitmap class encapsulates a mono-color bitmap image.
+The \p draw() method draws the image using the current drawing
+color.
+
+The Fl_Pixmap class encapsulates a colormapped image.
+The \p draw() method draws the image using the colors in the
+file, and masks off any transparent colors automatically.
+
+The Fl_RGB_Image class encapsulates a full-color
+(or grayscale) image with 1 to 4 color components. Images with
+an even number of components are assumed to contain an
+alpha channel that is used for transparency. The transparency
+provided by the draw() method is either a 24-bit
+blend against the existing window contents or a "screen door"
+transparency mask, depending on the platform and screen color depth.
+
+char fl_can_do_alpha_blending()
+
+\par
+\p %fl_can_do_alpha_blending() will return 1, if your
+platform supports true alpha blending for RGBA images, or 0,
+if FLTK will use screen door transparency.
+
+FLTK also provides several image classes based on the three
+standard image types for common file formats:
+
+\li Fl_GIF_Image
+\li Fl_JPEG_Image
+\li Fl_PNG_Image
+\li Fl_PNM_Image
+\li Fl_XBM_Image
+\li Fl_XPM_Image
+
+Each of these image classes load a named file of the
+corresponding format. The Fl_Shared_Image class
+can be used to load any type of image file - the class examines
+the file and constructs an image of the appropriate type.
+
+Finally, FLTK provides a special image class called Fl_Tiled_Image to
+tile another image object in the specified area. This class can be
+used to tile a background image in a Fl_Group widget, for example.
+
+virtual void Fl_Tiled_Image::copy(); <br>
+virtual Fl_Image* Fl_Tiled_Image::copy(int w, int h);
+
+\par
+The \p copy() method creates a copy of the image. The second form
+specifies the new size of the image - the image is resized using the
+nearest-neighbor algorithm.
+
+void Fl_Tiled_Image::draw(int x, int y, int w, int h, int ox, int oy);
+
+\par
+The \p draw() 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. \p ox and \p oy may be
+negative and \p w and \p h may be bigger than the
+image, and this area is left unchanged.
+
+void Fl_Tiled_Image::draw(int x, int y)
+
+\par
+Draws the image with the upper-left corner at <tt>x,y</tt>.
+This is the same as doing \p draw(x,y,img->w(),img->h(),0,0).
+
+\subsection ssect_Offscreen Offscreen Drawing
+
+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. Offscreen drawing functions are declared in <FL/x.H>.
+Fl_Double_Window uses offscreen rendering
+to avoid flickering on systems that don't support
+double-buffering natively.
+
+Fl_Offscreen fl_create_offscreen(int w, int h)
+
+\par
+Create an RGB offscreen buffer with \p w*h pixels.
+
+void fl_delete_offscreen(Fl_Offscreen)
+
+\par
+Delete a previously created offscreen buffer. All drawings are lost.
+
+void fl_begin_offscreen(Fl_Offscreen)
+
+\par
+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.
+
+void fl_end_offscreen()
+
+\par
+Quit sending drawing commands to this offscreen buffer.
+
+void fl_copy_offscreen(int x, int y, int w, int h, Fl_Offscreen osrc, int srcx, int srcy)
+
+\par
+Copy a rectangular area of the size \p w*h from \p srcx,srcy
+in the offscreen buffer into the current buffer at \p x,y.
+
+
+\htmlonly
+<hr>
+<table summary="navigation bar" width="100%" border="0">
+<tr>
+ <td width="45%" align="LEFT">
+ <a class="el" href="editor.html">
+ [Prev]
+ Designing a Simple Text Editor
+ </a>
+ </td>
+ <td width="10%" align="CENTER">
+ <a class="el" href="main.html">[Index]</a>
+ </td>
+ <td width="45%" align="RIGHT">
+ <a class="el" href="events.html">
+ Handling Events
+ [Next]
+ </a>
+ </td>
+</tr>
+</table>
+\endhtmlonly
+
+*/
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+/**
+
+ \page editor Designing a Simple Text Editor
+
+This chapter takes you through the design of a simple
+FLTK-based text editor.
+
+\section editor_goals Determining the Goals of the Text Editor
+
+Since this will be the first big project you'll be doing with FLTK,
+lets define what we want our text editor to do:
+
+-# Provide a menubar/menus for all functions.
+-# Edit a single text file, possibly with multiple views.
+-# Load from a file.
+-# Save to a file.
+-# Cut/copy/delete/paste functions.
+-# Search and replace functions.
+-# Keep track of when the file has been changed.
+
+<!-- NEED 4in -->
+
+\section editor_main_window Designing the Main Window
+
+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 \p EditorWindow:
+
+\code
+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];
+};
+\endcode
+
+\section editor_variables Variables
+
+Our text editor will need some global variables to keep track of things:
+
+\code
+int changed = 0;
+char filename[256] = "";
+Fl_Text_Buffer *textbuf;
+\endcode
+
+The \p textbuf variable is the text editor buffer for
+our window class described previously. We'll cover the other
+variables as we build the application.
+
+\section editor_menubars Menubars and Menus
+
+The first goal requires us to use a menubar and menus that
+define each function the editor needs to perform. The Fl_Menu_Item
+structure is used to define the menus and items in a menubar:
+
+\code
+Fl_Menu_Item menuitems[] = {
+ { "&File", 0, 0, 0, FL_SUBMENU },
+ { "&New File", 0, (Fl_Callback *)new_cb },
+ { "&Open File...", FL_COMMAND + 'o', (Fl_Callback *)open_cb },
+ { "&Insert File...", FL_COMMAND + 'i', (Fl_Callback *)insert_cb, 0, FL_MENU_DIVIDER },
+ { "&Save File", FL_COMMAND + 's', (Fl_Callback *)save_cb },
+ { "Save File &As...", FL_COMMAND + FL_SHIFT + 's', (Fl_Callback *)saveas_cb, 0, FL_MENU_DIVIDER },
+ { "New &View", FL_ALT + 'v', (Fl_Callback *)view_cb, 0 },
+ { "&Close View", FL_COMMAND + 'w', (Fl_Callback *)close_cb, 0, FL_MENU_DIVIDER },
+ { "E&xit", FL_COMMAND + 'q', (Fl_Callback *)quit_cb, 0 },
+ { 0 },
+
+ { "&Edit", 0, 0, 0, FL_SUBMENU },
+ { "&Undo", FL_COMMAND + 'z', (Fl_Callback *)undo_cb, 0, FL_MENU_DIVIDER },
+ { "Cu&t", FL_COMMAND + 'x', (Fl_Callback *)cut_cb },
+ { "&Copy", FL_COMMAND + 'c', (Fl_Callback *)copy_cb },
+ { "&Paste", FL_COMMAND + 'v', (Fl_Callback *)paste_cb },
+ { "&Delete", 0, (Fl_Callback *)delete_cb },
+ { 0 },
+
+ { "&Search", 0, 0, 0, FL_SUBMENU },
+ { "&Find...", FL_COMMAND + 'f', (Fl_Callback *)find_cb },
+ { "F&ind Again", FL_COMMAND + 'g', find2_cb },
+ { "&Replace...", FL_COMMAND + 'r', replace_cb },
+ { "Re&place Again", FL_COMMAND + 't', replace2_cb },
+ { 0 },
+
+ { 0 }
+};
+\endcode
+
+Once we have the menus defined we can create the
+Fl_Menu_Bar widget and assign the menus to it with:
+
+\code
+Fl_Menu_Bar *m = new Fl_Menu_Bar(0, 0, 640, 30);
+m->copy(menuitems);
+\endcode
+
+We'll define the callback functions later.
+
+\section editor_editing Editing the Text
+
+To keep things simple our text editor will use the
+Fl_Text_Editor widget to edit the text:
+
+\code
+w->editor = new Fl_Text_Editor(0, 30, 640, 370);
+w->editor->buffer(textbuf);
+\endcode
+
+So that we can keep track of changes to the file, we also want to add
+a "modify" callback:
+
+\code
+textbuf->add_modify_callback(changed_cb, w);
+textbuf->call_modify_callbacks();
+\endcode
+
+Finally, we want to use a mono-spaced font like \p FL_COURIER:
+
+\code
+w->editor->textfont(FL_COURIER);
+\endcode
+
+\section editor_replace_dialog The Replace Dialog
+
+We can use the FLTK convenience functions for many of the
+editor's dialogs, however the replace dialog needs its own
+custom window. To keep things simple we will have a
+"find" string, a "replace" string, and
+"replace all", "replace next", and
+"cancel" buttons. The strings are just
+Fl_Input widgets, the "replace all" and
+"cancel" buttons are Fl_Button widgets, and
+the "replace next " button is a
+Fl_Return_Button widget:
+
+\image html editor-replace.png "Figure 4-1: The search and replace dialog"
+\image latex editor-replace.png "The search and replace dialog" width=10cm
+
+\code
+Fl_Window *replace_dlg = new Fl_Window(300, 105, "Replace");
+Fl_Input *replace_find = new Fl_Input(70, 10, 200, 25, "Find:");
+Fl_Input *replace_with = new Fl_Input(70, 40, 200, 25, "Replace:");
+Fl_Button *replace_all = new Fl_Button(10, 70, 90, 25, "Replace All");
+Fl_Button *replace_next = new Fl_Button(105, 70, 120, 25, "Replace Next");
+Fl_Button *replace_cancel = new Fl_Button(230, 70, 60, 25, "Cancel");
+\endcode
+
+\section editor_callbacks Callbacks
+
+Now that we've defined the GUI components of our editor, we
+need to define our callback functions.
+
+\subsection editor_changed_cb changed_cb()
+
+This function will be called whenever the user changes any text in the
+\p editor widget:
+
+\code
+void changed_cb(int, int nInserted, int nDeleted,int, const char*, void* v) {
+ if ((nInserted || nDeleted) && !loading) changed = 1;
+ EditorWindow *w = (EditorWindow *)v;
+ set_title(w);
+ if (loading) w->editor->show_insert_position();
+}
+\endcode
+
+The \p set_title() function is one that we will write to set
+the changed status on the current file. We're doing it this way
+because we want to show the changed status in the window's
+title bar.
+
+\subsection editor_copy_cb copy_cb()
+
+This callback function will call Fl_Text_Editor::kf_copy()
+to copy the currently selected text to the clipboard:
+
+\code
+void copy_cb(Fl_Widget*, void* v) {
+ EditorWindow* e = (EditorWindow*)v;
+ Fl_Text_Editor::kf_copy(0, e->editor);
+}
+\endcode
+
+\subsection editor_cut_cb cut_cb()
+
+This callback function will call Fl_Text_Editor::kf_cut()
+to cut the currently selected text to the clipboard:
+
+\code
+void cut_cb(Fl_Widget*, void* v) {
+ EditorWindow* e = (EditorWindow*)v;
+ Fl_Text_Editor::kf_cut(0, e->editor);
+}
+\endcode
+
+\subsection editor_delete_cb delete_cb()
+
+This callback function will call Fl_Text_Buffer::remove_selection()
+to delete the currently selected text to the clipboard:
+
+\code
+void delete_cb(Fl_Widget*, void* v) {
+ textbuf->remove_selection();
+}
+\endcode
+
+\subsection editor_find_cb find_cb()
+
+This callback function asks for a search string using the
+fl_input() convenience function and then calls the \p find2_cb()
+function to find the string:
+
+\code
+void find_cb(Fl_Widget* w, void* v) {
+ EditorWindow* e = (EditorWindow*)v;
+ const char *val;
+
+ val = fl_input("Search String:", e->search);
+ if (val != NULL) {
+ // User entered a string - go find it!
+ strcpy(e->search, val);
+ find2_cb(w, v);
+ }
+\endcode
+
+\subsection editor_find2_cb find2_cb()
+
+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:
+
+\code
+void find2_cb(Fl_Widget* w, void* v) {
+ EditorWindow* e = (EditorWindow*)v;
+ if (e->search[0] == '\0') {
+ // Search string is blank; get a new one...
+ find_cb(w, v);
+ return;
+ }
+
+ int pos = e->editor->insert_position();
+ int found = textbuf->search_forward(pos, e->search, &pos);
+ if (found) {
+ // Found a match; select and update the position...
+ textbuf->select(pos, pos+strlen(e->search));
+ e->editor->insert_position(pos+strlen(e->search));
+ e->editor->show_insert_position();
+ }
+ else fl_alert("No occurrences of \'%s\' found!", e->search);
+}
+\endcode
+
+If the search string cannot be found we use the fl_alert()
+convenience function to display a message to that effect.
+
+\subsection editor_new_cb new_cb()
+
+This callback function will clear the editor widget and current
+filename. It also calls the \p check_save() function to give the
+user the opportunity to save the current file first as needed:
+
+\code
+void new_cb(Fl_Widget*, void*) {
+ if (!check_save()) return;
+
+ filename[0] = '\0';
+ textbuf->select(0, textbuf->length());
+ textbuf->remove_selection();
+ changed = 0;
+ textbuf->call_modify_callbacks();
+}
+\endcode
+
+\subsection editor_open_cb open_cb()
+
+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 \p check_save() function to give the user the
+opportunity to save the current file first as needed:
+
+\code
+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);
+}
+\endcode
+
+We call the \p load_file() function to actually load the file.
+
+\subsection editor_paste_cb paste_cb()
+
+This callback function will call Fl_Text_Editor::kf_paste()
+to paste the clipboard at the current position:
+
+\code
+void paste_cb(Fl_Widget*, void* v) {
+ EditorWindow* e = (EditorWindow*)v;
+ Fl_Text_Editor::kf_paste(0, e->editor);
+}
+\endcode
+
+\subsection editor_quit_cb quit_cb()
+
+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:
+
+\code
+void quit_cb(Fl_Widget*, void*) {
+ if (changed && !check_save())
+ return;
+
+ exit(0);
+}
+\endcode
+
+\subsection editor_replace_cb replace_cb()
+
+The replace callback just shows the replace dialog:
+
+\code
+void replace_cb(Fl_Widget*, void* v) {
+ EditorWindow* e = (EditorWindow*)v;
+ e->replace_dlg->show();
+}
+\endcode
+
+\subsection editor_replace2_cb replace2_cb()
+
+This callback will replace the next occurrence of the replacement
+string. If nothing has been entered for the replacement string, then
+the replace dialog is displayed instead:
+
+\code
+void replace2_cb(Fl_Widget*, void* v) {
+ EditorWindow* e = (EditorWindow*)v;
+ const char *find = e->replace_find->value();
+ const char *replace = e->replace_with->value();
+
+ if (find[0] == '\0') {
+ // Search string is blank; get a new one...
+ e->replace_dlg->show();
+ return;
+ }
+
+ e->replace_dlg->hide();
+
+ int pos = e->editor->insert_position();
+ int found = textbuf->search_forward(pos, find, &pos);
+
+ if (found) {
+ // Found a match; update the position and replace text...
+ textbuf->select(pos, pos+strlen(find));
+ textbuf->remove_selection();
+ textbuf->insert(pos, replace);
+ textbuf->select(pos, pos+strlen(replace));
+ e->editor->insert_position(pos+strlen(replace));
+ e->editor->show_insert_position();
+ }
+ else fl_alert("No occurrences of \'%s\' found!", find);
+}
+\endcode
+
+\subsection editor_replall_cb replall_cb()
+
+This callback will replace all occurrences of the search
+string in the file:
+
+\code
+void replall_cb(Fl_Widget*, void* v) {
+ EditorWindow* e = (EditorWindow*)v;
+ const char *find = e->replace_find->value();
+ const char *replace = e->replace_with->value();
+
+ find = e->replace_find->value();
+ if (find[0] == '\0') {
+ // Search string is blank; get a new one...
+ e->replace_dlg->show();
+ return;
+ }
+
+ e->replace_dlg->hide();
+
+ e->editor->insert_position(0);
+ int times = 0;
+
+ // Loop through the whole string
+ for (int found = 1; found;) {
+ int pos = e->editor->insert_position();
+ found = textbuf->search_forward(pos, find, &pos);
+
+ if (found) {
+ // Found a match; update the position and replace text...
+ textbuf->select(pos, pos+strlen(find));
+ textbuf->remove_selection();
+ textbuf->insert(pos, replace);
+ e->editor->insert_position(pos+strlen(replace));
+ e->editor->show_insert_position();
+ times++;
+ }
+ }
+
+ if (times) fl_message("Replaced %d occurrences.", times);
+ else fl_alert("No occurrences of \'%s\' found!", find);
+}
+\endcode
+
+\subsection editor_replcan_cb replcan_cb()
+
+This callback just hides the replace dialog:
+
+\code
+void replcan_cb(Fl_Widget*, void* v) {
+ EditorWindow* e = (EditorWindow*)v;
+ e->replace_dlg->hide();
+}
+\endcode
+
+\subsection editor_save_cb save_cb()
+
+This callback saves the current file. If the current filename is
+blank it calls the "save as" callback:
+
+\code
+void save_cb(void) {
+ if (filename[0] == '\0') {
+ // No filename - get one!
+ saveas_cb();
+ return;
+ }
+ else save_file(filename);
+}
+\endcode
+
+The \p save_file() function saves the current file to the
+specified filename.
+
+\subsection editor_saveas_cb saveas_cb()
+
+This callback asks the user for a filename and saves the current file:
+
+\code
+void saveas_cb(void) {
+ char *newfile;
+
+ newfile = fl_file_chooser("Save File As?", "*", filename);
+ if (newfile != NULL) save_file(newfile);
+}
+\endcode
+
+The \p save_file() function saves the current file to the
+specified filename.
+
+\section editor_other_functions Other Functions
+
+Now that we've defined the callback functions, we need our support
+functions to make it all work:
+
+\subsection editor_check_save check_save()
+
+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:
+
+\code
+int check_save(void) {
+ if (!changed) return 1;
+
+ int r = fl_choice("The current file has not been saved.\n"
+ "Would you like to save it now?",
+ "Cancel", "Save", "Discard");
+
+ if (r == 1) {
+ save_cb(); // Save the file...
+ return !changed;
+ }
+
+ return (r == 2) ? 1 : 0;
+}
+\endcode
+
+\subsection editor_load_file load_file()
+
+This function loads the specified file into the \p textbuf variable:
+
+\code
+int loading = 0;
+void load_file(char *newfile, int ipos) {
+ loading = 1;
+ int insert = (ipos != -1);
+ changed = insert;
+ if (!insert) strcpy(filename, "");
+ int r;
+ if (!insert) r = textbuf->loadfile(newfile);
+ else r = textbuf->insertfile(newfile, ipos);
+ if (r)
+ fl_alert("Error reading from file \'%s\':\n%s.", newfile, strerror(errno));
+ else
+ if (!insert) strcpy(filename, newfile);
+ loading = 0;
+ textbuf->call_modify_callbacks();
+}
+\endcode
+
+When loading the file we use the Fl_Text_Buffer::loadfile()
+method to "replace" the text in the buffer, or the
+Fl_Text_Buffer::insertfile()
+method to insert text in the buffer from the named file.
+
+\subsection editor_save_file save_file()
+
+This function saves the current buffer to the specified file:
+
+\code
+void save_file(char *newfile) {
+ if (textbuf->savefile(newfile))
+ fl_alert("Error writing to file \'%s\':\n%s.", newfile, strerror(errno));
+ else
+ strcpy(filename, newfile);
+ changed = 0;
+ textbuf->call_modify_callbacks();
+}
+\endcode
+
+\subsection editor_set_title set_title()
+
+This function checks the \p changed variable and updates the
+window label accordingly:
+\code
+void set_title(Fl_Window* w) {
+ if (filename[0] == '\0') strcpy(title, "Untitled");
+ else {
+ char *slash;
+ slash = strrchr(filename, '/');
+#ifdef WIN32
+ if (slash == NULL) slash = strrchr(filename, '\\');
+#endif
+ if (slash != NULL) strcpy(title, slash + 1);
+ else strcpy(title, filename);
+ }
+
+ if (changed) strcat(title, " (modified)");
+
+ w->label(title);
+}
+\endcode
+
+\section editor_main_function The main() Function
+
+Once we've created all of the support functions, the only thing left
+is to tie them all together with the \p main() function.
+The \p main() function creates a new text buffer, creates a
+new view (window) for the text, shows the window, loads the file on
+the command-line (if any), and then enters the FLTK event loop:
+
+\code
+int main(int argc, char **argv) {
+ textbuf = new Fl_Text_Buffer;
+
+ Fl_Window* window = new_view();
+
+ window->show(1, argv);
+
+ if (argc > 1) load_file(argv[1], -1);
+
+ return Fl::run();
+}
+\endcode
+
+\section editor_compiling Compiling the Editor
+
+The complete source for our text editor can be found in the
+\p test/editor.cxx source file. Both the Makefile and Visual C++
+workspace include the necessary rules to build the editor. You can
+also compile it using a standard compiler with:
+
+\code
+CC -o editor editor.cxx -lfltk -lXext -lX11 -lm
+\endcode
+
+or by using the \p fltk-config script with:
+
+\code
+fltk-config --compile editor.cxx
+\endcode
+
+As noted in \ref basics_standard_compiler, you may need to
+include compiler and linker options to tell them where to find the FLTK
+library. Also, the \p CC command may also be called \p gcc
+or \p c++ on your system.
+
+Congratulations, you've just built your own text editor!
+
+\section editor_final_product The Final Product
+
+The final editor window should look like the image in Figure 4-2.
+
+\image html editor.png "Figure 4-2: The completed editor window"
+\image latex editor.png "The completed editor window" width=12cm
+
+\section editor_advanced_features Advanced Features
+
+Now that we've implemented the basic functionality, it is
+time to show off some of the advanced features of the
+Fl_Text_Editor widget.
+
+\subsection editor_syntax Syntax Highlighting
+
+The Fl_Text_Editor 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, from http://www.nedit.org/, which
+uses a parallel "style" buffer which tracks the font, color, and
+size of the text that is drawn.
+
+Styles are defined using the
+Fl_Text_Display::Style_Table_Entry structure
+defined in <tt><FL/Fl_Text_Display.H></tt>:
+
+\code
+struct Style_Table_Entry {
+ Fl_Color color;
+ Fl_Font font;
+ int size;
+ unsigned attr;
+};
+\endcode
+
+The \p color member sets the color for the text,
+the \p font member sets the FLTK font index to use,
+and the \p size member sets the pixel size of the
+text. The \p attr member is currently not used.
+
+For our text editor we'll define 7 styles for plain code,
+comments, keywords, and preprocessor directives:
+
+\code
+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
+};
+\endcode
+
+You'll notice that the comments show a letter next to each
+style - each style in the style buffer is referenced using a
+character starting with the letter 'A'.
+
+You call the \p highlight_data() method to associate the
+style data and buffer with the text editor widget:
+
+\code
+Fl_Text_Buffer *stylebuf;
+
+w->editor->highlight_data(stylebuf, styletable,
+ sizeof(styletable) / sizeof(styletable[0]),
+ 'A', style_unfinished_cb, 0);
+\endcode
+
+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:
+
+\code
+textbuf->add_modify_callback(style_update, w->editor);
+\endcode
+
+The \p style_update() function, like the \p change_cb()
+function described earlier, is called whenever text is added or removed from
+the text buffer. It mirrors the changes in the style buffer and then updates
+the style data as necessary:
+
+\code
+//
+// 'style_update()' - Update the style buffer...
+//
+
+void
+style_update(int pos, // I - Position of update
+ int nInserted, // I - Number of inserted chars
+ int nDeleted, // I - Number of deleted chars
+ int nRestyled, // I - Number of restyled chars
+ const char *deletedText, // I - Text that was deleted
+ void *cbArg) { // I - Callback data
+ int start, // Start of text
+ end; // End of text
+ char last, // Last style on line
+ *style, // Style data
+ *text; // Text data
+
+
+ // If this is just a selection change, just unselect the style buffer...
+ if (nInserted == 0 && nDeleted == 0) {
+ stylebuf->unselect();
+ return;
+ }
+
+ // Track changes in the text buffer...
+ if (nInserted > 0) {
+ // Insert characters into the style buffer...
+ style = new char[nInserted + 1];
+ memset(style, 'A', nInserted);
+ style[nInserted] = '\0';
+
+ stylebuf->replace(pos, pos + nDeleted, style);
+ delete[] style;
+ } else {
+ // Just delete characters in the style buffer...
+ stylebuf->remove(pos, pos + nDeleted);
+ }
+
+ // Select the area that was just updated to avoid unnecessary
+ // callbacks...
+ stylebuf->select(pos, pos + nInserted - nDeleted);
+
+ // Re-parse the changed region; we do this by parsing from the
+ // beginning of the line of the changed region to the end of
+ // the line of the changed region... Then we check the last
+ // style character and keep updating if we have a multi-line
+ // comment character...
+ start = textbuf->line_start(pos);
+ end = textbuf->line_end(pos + nInserted - nDeleted);
+ text = textbuf->text_range(start, end);
+ style = stylebuf->text_range(start, end);
+ last = style[end - start - 1];
+
+ style_parse(text, style, end - start);
+
+ stylebuf->replace(start, end, style);
+ ((Fl_Text_Editor *)cbArg)->redisplay_range(start, end);
+
+ if (last != style[end - start - 1]) {
+ // The last character on the line changed styles, so reparse the
+ // remainder of the buffer...
+ free(text);
+ free(style);
+
+ end = textbuf->length();
+ text = textbuf->text_range(start, end);
+ style = stylebuf->text_range(start, end);
+
+ style_parse(text, style, end - start);
+
+ stylebuf->replace(start, end, style);
+ ((Fl_Text_Editor *)cbArg)->redisplay_range(start, end);
+ }
+
+ free(text);
+ free(style);
+}
+\endcode
+
+The \p style_parse() function scans a copy of the
+text in the buffer and generates the necessary style characters
+for display. It assumes that parsing begins at the start of a line:
+
+\code
+//
+// 'style_parse()' - Parse text and produce style data.
+//
+
+void
+style_parse(const char *text,
+ char *style,
+ int length) {
+ char current;
+ int col;
+ int last;
+ char buf[255],
+ *bufptr;
+ const char *temp;
+
+ for (current = *style, col = 0, last = 0; length > 0; length --, text ++) {
+ if (current == 'A') {
+ // Check for directives, comments, strings, and keywords...
+ if (col == 0 && *text == '#') {
+ // Set style to directive
+ current = 'E';
+ } else if (strncmp(text, "//", 2) == 0) {
+ current = 'B';
+ } else if (strncmp(text, "/*", 2) == 0) {
+ current = 'C';
+ } else if (strncmp(text, "\\\"", 2) == 0) {
+ // Quoted quote...
+ *style++ = current;
+ *style++ = current;
+ text ++;
+ length --;
+ col += 2;
+ continue;
+ } else if (*text == '\"') {
+ current = 'D';
+ } else if (!last && islower(*text)) {
+ // Might be a keyword...
+ for (temp = text, bufptr = buf;
+ islower(*temp) && bufptr < (buf + sizeof(buf) - 1);
+ *bufptr++ = *temp++);
+
+ if (!islower(*temp)) {
+ *bufptr = '\0';
+
+ bufptr = buf;
+
+ if (bsearch(&bufptr, code_types,
+ sizeof(code_types) / sizeof(code_types[0]),
+ sizeof(code_types[0]), compare_keywords)) {
+ while (text < temp) {
+ *style++ = 'F';
+ text ++;
+ length --;
+ col ++;
+ }
+
+ text --;
+ length ++;
+ last = 1;
+ continue;
+ } else if (bsearch(&bufptr, code_keywords,
+ sizeof(code_keywords) / sizeof(code_keywords[0]),
+ sizeof(code_keywords[0]), compare_keywords)) {
+ while (text < temp) {
+ *style++ = 'G';
+ text ++;
+ length --;
+ col ++;
+ }
+
+ text --;
+ length ++;
+ last = 1;
+ continue;
+ }
+ }
+ }
+ } else if (current == 'C' && strncmp(text, "*/", 2) == 0) {
+ // Close a C comment...
+ *style++ = current;
+ *style++ = current;
+ text ++;
+ length --;
+ current = 'A';
+ col += 2;
+ continue;
+ } else if (current == 'D') {
+ // Continuing in string...
+ if (strncmp(text, "\\\"", 2) == 0) {
+ // Quoted end quote...
+ *style++ = current;
+ *style++ = current;
+ text ++;
+ length --;
+ col += 2;
+ continue;
+ } else if (*text == '\"') {
+ // End quote...
+ *style++ = current;
+ col ++;
+ current = 'A';
+ continue;
+ }
+ }
+
+ // Copy style info...
+ if (current == 'A' && (*text == '{' || *text == '}')) *style++ = 'G';
+ else *style++ = current;
+ col ++;
+
+ last = isalnum(*text) || *text == '.';
+
+ if (*text == '\n') {
+ // Reset column and possibly reset the style
+ col = 0;
+ if (current == 'B' || current == 'E') current = 'A';
+ }
+ }
+}
+\endcode
+
+
+\htmlonly
+<hr>
+<table summary="navigation bar" width="100%" border="0">
+<tr>
+ <td width="45%" align="LEFT">
+ <a class="el" href="common.html">
+ [Prev]
+ Common Widgets and Attributes
+ </a>
+ </td>
+ <td width="10%" align="CENTER">
+ <a class="el" href="main.html">[Index]</a>
+ </td>
+ <td width="45%" align="RIGHT">
+ <a class="el" href="drawing.html">
+ Drawing Things in FLTK
+ [Next]
+ </a>
+ </td>
+</tr>
+</table>
+\endhtmlonly
+
+*/
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diff --git a/branch-3.0-2011/documentation/src/enumerations.dox b/branch-3.0-2011/documentation/src/enumerations.dox
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+/**
+
+ \page enumerations FLTK Enumerations
+
+ \note This file is not actively maintained any more, but is left
+ here as a reference, until the doxygen documentation is
+ completed.
+
+ \sa \ref FL/Enumerations.H.
+
+This appendix lists the enumerations provided in the
+<FL/Enumerations.H> header file, organized by section.
+Constants whose value are zero are marked with "(0)",
+this is often useful to know when programming.
+
+
+\section enumerations_versions Version Numbers
+
+The FLTK version number is stored in a number of compile-time constants:
+
+\li FL_MAJOR_VERSION - The major release number, currently 1.
+\li FL_MINOR_VERSION - The minor release number, currently 3.
+\li FL_PATCH_VERSION - The patch release number, currently 0.
+\li FL_VERSION - A combined floating-point version number for
+ the major, minor, and patch release numbers, currently 1.0300.
+
+
+\section enumerations_events Events
+
+Events are identified by an \p Fl_Event enumeration value. The
+following events are currently defined:
+
+\li FL_NO_EVENT - No event (or an event fltk does not
+ understand) occurred (0).
+\li FL_PUSH - A mouse button was pushed.
+\li FL_RELEASE - A mouse button was released.
+\li FL_ENTER - The mouse pointer entered a widget.
+\li FL_LEAVE - The mouse pointer left a widget.
+\li FL_DRAG - The mouse pointer was moved with a button pressed.
+\li FL_FOCUS - A widget should receive keyboard focus.
+\li FL_UNFOCUS - A widget loses keyboard focus.
+\li FL_KEYBOARD - A key was pressed.
+\li FL_CLOSE - A window was closed.
+\li FL_MOVE - The mouse pointer was moved with no buttons pressed.
+\li FL_SHORTCUT - The user pressed a shortcut key.
+\li FL_DEACTIVATE - The widget has been deactivated.
+\li FL_ACTIVATE - The widget has been activated.
+\li FL_HIDE - The widget has been hidden.
+\li FL_SHOW - The widget has been shown.
+\li FL_PASTE - The widget should paste the contents of the
+ clipboard.
+\li FL_SELECTIONCLEAR - The widget should clear any selections
+ made for the clipboard.
+\li FL_MOUSEWHEEL - The horizontal or vertical mousewheel was turned.
+\li FL_DND_ENTER - The mouse pointer entered a widget dragging data.
+\li FL_DND_DRAG - The mouse pointer was moved dragging data.
+\li FL_DND_LEAVE - The mouse pointer left a widget still dragging
+ data.
+\li FL_DND_RELEASE - Dragged data is about to be dropped.
+
+
+\section enumerations_when Callback "When" Conditions
+
+The following constants determine when a callback is performed:
+
+\li FL_WHEN_NEVER - Never call the callback (0).
+\li FL_WHEN_CHANGED - Do the callback only when the widget
+ value changes.
+\li FL_WHEN_NOT_CHANGED - Do the callback whenever the user
+ interacts with the widget.
+\li FL_WHEN_RELEASE - Do the callback when the button or key
+ is released and the value changes.
+\li FL_WHEN_ENTER_KEY - Do the callback when the user presses
+ the ENTER key and the value changes.
+\li FL_WHEN_RELEASE_ALWAYS - Do the callback when the button
+ or key is released, even if the value doesn't change.
+\li FL_WHEN_ENTER_KEY_ALWAYS - Do the callback when the user
+ presses the ENTER key, even if the value doesn't change.
+
+
+\section enumeration_button_values Fl::event_button() Values
+
+The following constants define the button numbers for FL_PUSH and
+FL_RELEASE events:
+
+\li FL_LEFT_MOUSE - the left mouse button
+\li FL_MIDDLE_MOUSE - the middle mouse button
+\li FL_RIGHT_MOUSE - the right mouse button
+
+
+\section enumerations_event_key Fl::event_key() Values
+
+The following constants define the non-ASCII keys on the keyboard for
+FL_KEYBOARD and FL_SHORTCUT events:
+
+\li FL_Button - A mouse button; use <tt>Fl_Button + n</tt>
+ for mouse button <tt>n</tt>.
+\li FL_BackSpace - The backspace key.
+\li FL_Tab - The tab key.
+\li FL_Enter - The enter key.
+\li FL_Pause - The pause key.
+\li FL_Scroll_Lock - The scroll lock key.
+\li FL_Escape - The escape key.
+\li FL_Home - The home key.
+\li FL_Left - The left arrow key.
+\li FL_Up - The up arrow key.
+\li FL_Right - The right arrow key.
+\li FL_Down - The down arrow key.
+\li FL_Page_Up - The page-up key.
+\li FL_Page_Down - The page-down key.
+\li FL_End - The end key.
+\li FL_Print - The print (or print-screen) key.
+\li FL_Insert - The insert key.
+\li FL_Menu - The menu key.
+\li FL_Num_Lock - The num lock key.
+\li FL_KP - One of the keypad numbers; use <tt>FL_KP + n</tt>
+ for number <tt>n</tt>.
+\li FL_KP_Enter - The enter key on the keypad.
+\li FL_F - One of the function keys; use <tt>FL_F + n</tt>
+ for function key <tt>n</tt>.
+\li FL_Shift_L - The lefthand shift key.
+\li FL_Shift_R - The righthand shift key.
+\li FL_Control_L - The lefthand control key.
+\li FL_Control_R - The righthand control key.
+\li FL_Caps_Lock - The caps lock key.
+\li FL_Meta_L - The left meta/Windows key.
+\li FL_Meta_R - The right meta/Windows key.
+\li FL_Alt_L - The left alt key.
+\li FL_Alt_R - The right alt key.
+\li FL_Delete - The delete key.
+
+
+\section enumerations_event_state Fl::event_state() Values
+
+The following constants define bits in the Fl::event_state()
+value:
+
+\li FL_SHIFT - One of the shift keys is down.
+\li FL_CAPS_LOCK - The caps lock is on.
+\li FL_CTRL - One of the ctrl keys is down.
+\li FL_ALT - One of the alt keys is down.
+\li FL_NUM_LOCK - The num lock is on.
+\li FL_META - One of the meta/Windows keys is down.
+\li FL_COMMAND - An alias for FL_CTRL on WIN32 and X11,
+ or FL_META on MacOS X.
+\li FL_SCROLL_LOCK - The scroll lock is on.
+\li FL_BUTTON1 - Mouse button 1 is pushed.
+\li FL_BUTTON2 - Mouse button 2 is pushed.
+\li FL_BUTTON3 - Mouse button 3 is pushed.
+\li FL_BUTTONS - Any mouse button is pushed.
+\li FL_BUTTON(n) - Mouse button \p n ( where <tt>n > 0</tt>) is pushed.
+
+<!-- NEED 4in -->
+
+
+\section enumerations_alignment Alignment Values
+
+The following constants define bits that can be used with
+Fl_Widget::alighn()
+to control the positioning of the label:
+
+\li FL_ALIGN_CENTER - The label is centered (0).
+\li FL_ALIGN_TOP - The label is top-aligned.
+\li FL_ALIGN_BOTTOM - The label is bottom-aligned.
+\li FL_ALIGN_LEFT - The label is left-aligned.
+\li FL_ALIGN_RIGHT - The label is right-aligned.
+\li FL_ALIGN_CLIP - The label is clipped to the widget.
+\li FL_ALIGN_WRAP - The label text is wrapped as needed.
+\li FL_ALIGN_TOP_LEFT - The label appears at the top of the widget, aligned to the left.
+\li FL_ALIGN_TOP_RIGHT - The label appears at the top of the widget, aligned to the right.
+\li FL_ALIGN_BOTTOM_LEFT - The label appears at the bottom of the widget, aligned to the left.
+\li FL_ALIGN_BOTTOM_RIGHT - The label appears at the bottom of the widget, aligned to the right.
+\li FL_ALIGN_LEFT_TOP - The label appears to the left of the widget, aligned at the top. Outside labels only.
+\li FL_ALIGN_RIGHT_TOP - The label appears to the right of the widget, aligned at the top. Outside labels only.
+\li FL_ALIGN_LEFT_BOTTOM - The label appears to the left of the widget, aligned at the bottom. Outside labels only.
+\li FL_ALIGN_RIGHT_BOTTOM - The label appears to the right of the widget, aligned at the bottom. Outside labels only.
+\li FL_ALIGN_INSIDE - 'or' this with other values to put label inside the widget.
+\li FL_ALIGN_TEXT_OVER_IMAGE - Label text will appear above the image.
+\li FL_ALIGN_IMAGE_OVER_TEXT - Label text will be below the image.
+\li FL_ALIGN_IMAGE_NEXT_TO_TEXT - The image will appear to the left of the text.
+\li FL_ALIGN_TEXT_NEXT_TO_IMAGE - The image will appear to the right of the text.
+\li FL_ALIGN_IMAGE_BACKDROP - The image will be used as a background for the widget.
+
+\section enumerations_fonts Fonts
+
+The following constants define the standard FLTK fonts:
+
+\li FL_HELVETICA - Helvetica (or Arial) normal (0).
+\li FL_HELVETICA_BOLD - Helvetica (or Arial) bold.
+\li FL_HELVETICA_ITALIC - Helvetica (or Arial) oblique.
+\li FL_HELVETICA_BOLD_ITALIC - Helvetica (or Arial) bold-oblique.
+\li FL_COURIER - Courier normal.
+\li FL_COURIER_BOLD - Courier bold.
+\li FL_COURIER_ITALIC - Courier italic.
+\li FL_COURIER_BOLD_ITALIC - Courier bold-italic.
+\li FL_TIMES - Times roman.
+\li FL_TIMES_BOLD - Times bold.
+\li FL_TIMES_ITALIC - Times italic.
+\li FL_TIMES_BOLD_ITALIC - Times bold-italic.
+\li FL_SYMBOL - Standard symbol font.
+\li FL_SCREEN - Default monospaced screen font.
+\li FL_SCREEN_BOLD - Default monospaced bold screen font.
+\li FL_ZAPF_DINGBATS - Zapf-dingbats font.
+
+
+\section enumerations_colors Colors
+
+The Fl_Color enumeration type holds a FLTK color value.
+Colors are either 8-bit indexes into a virtual colormap or 24-bit RGB
+color values. Color indices occupy the lower 8 bits of the value, while
+RGB colors occupy the upper 24 bits, for a byte organization of RGBI.
+
+\subsection enumerations_color_constants Color Constants
+
+Constants are defined for the user-defined foreground and background
+colors, as well as specific colors and the start of the grayscale ramp
+and color cube in the virtual colormap. Inline functions are provided to
+retrieve specific grayscale, color cube, or RGB color values.
+
+The following color constants can be used to access the user-defined
+colors:
+
+\li FL_BACKGROUND_COLOR - the default background color
+\li FL_BACKGROUND2_COLOR - the default
+ background color for text, list, and valuator widgets
+\li FL_FOREGROUND_COLOR - the default
+ foreground color (0) used for labels and text
+\li FL_INACTIVE_COLOR - the inactive foreground color
+\li FL_SELECTION_COLOR - the default selection/highlight color
+
+The following color constants can be used to access the colors from the
+FLTK standard color cube:
+
+\li FL_BLACK
+\li FL_BLUE
+\li FL_CYAN
+\li FL_DARK_BLUE
+\li FL_DARK_CYAN
+\li FL_DARK_GREEN
+\li FL_DARK_MAGENTA
+\li FL_DARK_RED
+\li FL_DARK_YELLOW
+\li FL_GREEN
+\li FL_MAGENTA
+\li FL_RED
+\li FL_WHITE
+\li FL_YELLOW
+
+The following are named values within the standard grayscale:
+
+\li FL_GRAY0
+\li FL_DARK3
+\li FL_DARK2
+\li FL_DARK1
+\li FL_LIGHT1
+\li FL_LIGHT2
+\li FL_LIGHT3
+
+The inline methods for getting a grayscale, color cube, or
+RGB color value are described in the
+\ref drawing_colors
+section of the
+\ref drawing
+chapter.
+
+
+\section enumerations_cursors Cursors
+
+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.
+
+
+\li FL_CURSOR_DEFAULT - the default cursor, usually an arrow (0)
+\li FL_CURSOR_ARROW - an arrow pointer
+\li FL_CURSOR_CROSS - crosshair
+\li FL_CURSOR_WAIT - watch or hourglass
+\li FL_CURSOR_INSERT - I-beam
+\li FL_CURSOR_HAND - hand (uparrow on MSWindows)
+\li FL_CURSOR_HELP - question mark
+\li FL_CURSOR_MOVE - 4-pointed arrow
+\li FL_CURSOR_NS - up/down arrow
+\li FL_CURSOR_WE - left/right arrow
+\li FL_CURSOR_NWSE - diagonal arrow
+\li FL_CURSOR_NESW - diagonal arrow
+\li FL_CURSOR_NONE - invisible
+
+
+\section enumerations_file_when FD "When" Conditions
+
+\li FL_READ - Call the callback when there is data to be
+ read.
+\li FL_WRITE - Call the callback when data can be written
+ without blocking.
+\li FL_EXCEPT - Call the callback if an exception occurs on
+ the file.
+
+
+\section enumerations_damage Damage Masks
+
+The following damage mask bits are used by the standard FLTK widgets:
+
+\li FL_DAMAGE_CHILD - A child needs to be redrawn.
+\li FL_DAMAGE_EXPOSE - The window was exposed.
+\li FL_DAMAGE_SCROLL - The Fl_Scroll widget was scrolled.
+\li FL_DAMAGE_OVERLAY - The overlay planes need to be redrawn.
+\li FL_DAMAGE_USER1 - First user-defined damage bit.
+\li FL_DAMAGE_USER2 - Second user-defined damage bit.
+\li FL_DAMAGE_ALL - Everything needs to be redrawn.
+
+
+\htmlonly
+<hr>
+<table summary="navigation bar" width="100%" border="0">
+<tr>
+ <td width="45%" align="LEFT">
+ <a class="el" href="unicode.html">
+ [Prev]
+ Unicode and UTF-8 Support
+ </a>
+ </td>
+ <td width="10%" align="CENTER">
+ <a class="el" href="main.html">[Index]</a>
+ </td>
+ <td width="45%" align="RIGHT">
+ <a class="el" href="glut.html">
+ GLUT Compatibility
+ [Next]
+ </a>
+ </td>
+</tr>
+</table>
+\endhtmlonly
+
+*/
diff --git a/branch-3.0-2011/documentation/src/events.dox b/branch-3.0-2011/documentation/src/events.dox
new file mode 100644
index 000000000..73920feaf
--- /dev/null
+++ b/branch-3.0-2011/documentation/src/events.dox
@@ -0,0 +1,458 @@
+/**
+
+ \page events Handling Events
+
+This chapter discusses the FLTK event model and how to handle
+events in your program or widget.
+
+\section events_model The FLTK Event Model
+
+Every time a user moves the mouse pointer, clicks a button,
+or presses a key, an event is generated and sent to your
+application. Events can also come from other programs like the
+window manager.
+
+Events are identified by the integer argument passed to a
+\p handle() method that overrides the
+Fl_Widget::handle()
+virtual method.
+Other information about the most recent event is stored in
+static locations and acquired by calling the
+\ref events_event_xxx.
+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
+\p handle()
+method.
+
+Event numbers can be converted to their actual names using the \ref fl_eventnames[] array
+defined in \#include &lt;FL/names.h&gt;; see next chapter for details.
+
+In the next chapter, the
+\ref subclassing_events "MyClass::handle()"
+example shows how to override the
+Fl_Widget::handle()
+method to accept and process specific events.
+
+\section events_mouse Mouse Events
+
+\subsection events_fl_push FL_PUSH
+
+A mouse button has gone down with the mouse pointing at this
+widget. You can find out what button by calling
+Fl::event_button().
+You find out the mouse position by calling
+Fl::event_x()
+and
+Fl::event_y().
+
+A widget indicates that it \e "wants" the mouse click
+by returning non-zero from its
+\p handle()
+method, as in the
+\ref subclassing_events "MyClass::handle()"
+example.
+It will then become the
+Fl::pushed()
+widget and will get \p FL_DRAG and
+the matching \p FL_RELEASE events.
+If
+\p handle()
+returns zero then FLTK will try sending the \p FL_PUSH to
+another widget.
+
+\subsection events_fl_drag FL_DRAG
+
+The mouse has moved with a button held down. The current
+button state is in
+Fl::event_state().
+The mouse position is in
+Fl::event_x()
+and
+Fl::event_y().
+
+In order to receive \p FL_DRAG events, the widget must
+return non-zero when handling \p FL_PUSH.
+
+\subsection events_fl_release FL_RELEASE
+
+A mouse button has been released. You can find out what button by calling
+Fl::event_button().
+
+In order to receive the \p FL_RELEASE event, the widget must
+return non-zero when handling \p FL_PUSH.
+
+\subsection events_fl_move FL_MOVE
+
+The mouse has moved without any mouse buttons held down.
+This event is sent to the
+Fl::belowmouse()
+widget.
+
+In order to receive \p FL_MOVE events, the widget must
+return non-zero when handling \p FL_ENTER.
+
+\subsection events_fl_mousewheel FL_MOUSEWHEEL
+
+The user has moved the mouse wheel. The
+Fl::event_dx()
+and
+Fl::event_dy()
+methods can be used to find the amount to scroll horizontally and
+vertically.
+
+\section events_focus Focus Events
+
+\subsection events_fl_enter FL_ENTER
+
+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
+\p handle()
+method. It then becomes the
+Fl::belowmouse()
+widget and will receive \p FL_MOVE and \p FL_LEAVE
+events.
+
+\subsection events_fl_leave FL_LEAVE
+
+The mouse has moved out of the widget.
+
+In order to receive the \p FL_LEAVE event, the widget must
+return non-zero when handling \p FL_ENTER.
+
+\subsection events_fl_focus FL_FOCUS
+
+This indicates an \e attempt to give a widget the keyboard focus.
+
+If a widget wants the focus, it should change itself to
+display the fact that it has the focus, and return non-zero from its
+\p handle()
+method. It then becomes the
+Fl::focus()
+widget and gets
+\p FL_KEYDOWN, \p FL_KEYUP, and \p FL_UNFOCUS
+events.
+
+The focus will change either because the window manager
+changed which window gets the focus, or because the user tried
+to navigate using tab, arrows, or other keys. You can check
+Fl::event_key()
+to figure out why it moved. For navigation it will be the key
+pressed and interaction with the window manager it will be zero.
+
+\subsection events_fl_unfocus FL_UNFOCUS
+
+This event is sent to the previous
+Fl::focus()
+widget when another widget gets the focus or the window loses focus.
+
+\section events_keyboard Keyboard Events
+
+\subsection events_fl_keydown FL_KEYDOWN, FL_KEYUP
+
+A key was pressed or released. The key can be found in
+Fl::event_key().
+The text that the key should insert can be found with
+Fl::event_text()
+and its length is in
+Fl::event_length().
+If you use the key, then
+\p handle()
+should return 1. If you
+return zero then FLTK assumes you ignored the key and will
+then attempt to send it to a parent widget. If none of them want
+it, it will change the event into a \p FL_SHORTCUT event.
+FL_KEYBOARD events are also generated by the character palette/map.
+
+To receive \p FL_KEYBOARD events you must also
+respond to the \p FL_FOCUS and \p FL_UNFOCUS
+events.
+
+If you are writing a text-editing widget you may also want to call the
+Fl::compose()
+function to translate individual keystrokes into characters.
+
+\p FL_KEYUP events are sent to the widget that
+currently has focus. This is not necessarily the same widget
+that received the corresponding \p FL_KEYDOWN event
+because focus may have changed between events.
+
+\subsection events_fl_shortcut FL_SHORTCUT
+
+If the
+Fl::focus()
+widget is zero or ignores an \p FL_KEYBOARD event then
+FLTK tries sending this event to every widget it can, until one
+of them returns non-zero. \p FL_SHORTCUT is first sent to
+the Fl::belowmouse() widget, then its parents and
+siblings, and eventually to every widget in the window, trying
+to find an object that returns non-zero. FLTK tries really hard
+to not to ignore any keystrokes!
+
+You can also make "global" shortcuts by using Fl::add_handler().
+A global shortcut will work no matter what windows are displayed
+or which one has the focus.
+
+\section events_widget Widget Events
+
+\subsection events_fl_deactivate FL_DEACTIVATE
+
+This widget is no longer active, due to
+\ref Fl_Widget::deactivate() "deactivate()"
+being called on it or one of its parents.
+Please note that although
+\ref Fl_Widget::active() "active()"
+may still return true for this widget after receiving this event,
+it is only truly active if
+\ref Fl_Widget::active() "active()"
+is true for both it and all of its parents.
+(You can use
+\ref Fl_Widget::active_r() "active_r()"
+to check this).
+
+\subsection events_fl_activate FL_ACTIVATE
+
+This widget is now active, due to
+\ref Fl_Widget::activate() "activate()"
+being called on it or one of its parents.
+
+\subsection events_fl_hide FL_HIDE
+
+This widget is no longer visible, due to
+\ref Fl_Widget::hide() "hide()"
+being called on it or one of its parents, or due to a parent window
+being minimized.
+Please note that although
+\ref Fl_Widget::visible() "visible()"
+may still return true for this widget after receiving this event,
+it is only truly visible if
+\ref Fl_Widget::visible() "visible()"
+is true for both it and all of its parents.
+(You can use
+\ref Fl_Widget::visible_r() "visible_r()"
+to check this).
+
+\subsection events_fl_show FL_SHOW
+
+This widget is visible again, due to
+\ref Fl_Widget::show() "show()"
+being called on it or one of its parents, or due to a parent window
+being restored. <I>A child Fl_Window will respond to this by
+actually creating the window if not done already, so if you
+subclass a window, be sure to pass \p FL_SHOW to the base
+class
+\p handle()
+method!</I>
+
+\section events_clipboard Clipboard Events
+
+\subsection events_fl_paste FL_PASTE
+
+You should get this event some time after you call
+Fl::paste().
+The contents of
+Fl::event_text()
+is the text to insert and the number of characters is in
+Fl::event_length().
+
+\subsection events_fl_selectionclear FL_SELECTIONCLEAR
+
+The Fl::selection_owner()
+will get this event before the selection is moved to another
+widget. This indicates that some other widget or program has
+claimed the selection. Motif programs used this to clear the
+selection indication. Most modern programs ignore this.
+
+\section events_dnd Drag and Drop Events
+
+FLTK supports drag and drop of text and files from any
+application on the desktop to an FLTK widget. Text is transfered using
+the current code page. Files are received as a list of full path
+and file names, separated by newline. On some platforms, path
+names are prepended with <tt>%file://</tt>.
+See Fl::dnd() for drag and drop from an FLTK widget.
+
+The drag and drop data is available in Fl::event_text()
+at the concluding \p FL_PASTE. On some platforms, the
+event text is also available for the \p FL_DND_* events,
+however application must not depend on that behavior because it
+depends on the protocol used on each platform.
+
+\p FL_DND_* events cannot be used in widgets derived
+from Fl_Group or Fl_Window.
+
+\subsection events_fl_dnd_enter FL_DND_ENTER
+
+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
+\p FL_DND_DRAG, \p FL_DND_LEAVE and \p FL_DND_RELEASE events.
+
+\subsection events_fl_dnd_drag FL_DND_DRAG
+
+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.
+
+\subsection events_fl_dnd_leave FL_DND_LEAVE
+
+The mouse has moved out of the widget.
+
+\subsection events_fl_dnd_release FL_DND_RELEASE
+
+The user has released the mouse button dropping data into
+the widget. If the widget returns 1, it will receive the data in
+the immediately following \p FL_PASTE event.
+
+<!-- NEED 6in -->
+
+\section events_event_xxx Fl::event_*() methods
+
+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
+\p handle()
+and
+\p callback()
+methods.
+
+These are all trivial inline functions and thus very fast and small:
+
+\li Fl::event_button()
+\li Fl::event_clicks()
+\li Fl::event_dx()
+\li Fl::event_dy()
+\li Fl::event_inside()
+\li Fl::event_is_click()
+\li Fl::event_key()
+\li Fl::event_length()
+\li Fl::event_state()
+\li Fl::event_text()
+\li Fl::event_x()
+\li Fl::event_x_root()
+\li Fl::event_y()
+\li Fl::event_y_root()
+\li Fl::get_key()
+\li Fl::get_mouse()
+\li Fl::test_shortcut()
+
+\section events_propagation Event Propagation
+
+Widgets receive events via the virtual handle() function. The argument indicates
+the type of event that can be handled. The widget must indicate if it handled the
+event by returning 1. FLTK will then remove the event and wait for further events
+from the host. If the widget's handle function returns 0, FLTK may redistribute
+the event based on a few rules.
+
+Most events are sent directly to the
+\p handle()
+method
+of the Fl_Window that the window system says they
+belong to. The window (actually the Fl_Group that
+Fl_Window is a subclass of) is responsible for sending
+the events on to any child widgets. To make the
+Fl_Group code somewhat easier, FLTK sends some events
+(\p FL_DRAG, \p FL_RELEASE, \p FL_KEYBOARD,
+\p FL_SHORTCUT, \p FL_UNFOCUS, and
+\p FL_LEAVE) directly to leaf widgets. These procedures
+control those leaf widgets:
+
+\li Fl::add_handler()
+\li Fl::belowmouse()
+\li Fl::focus()
+\li Fl::grab()
+\li Fl::modal()
+\li Fl::pushed()
+\li Fl::release()
+\li Fl_Widget::take_focus()
+
+FLTK propagates events along the widget hierarchy depending on the kind of event
+and the status of the UI. Some events are injected directly into the widgets,
+others may be resent as new events to a different group of receivers.
+
+Mouse click events are first sent to the window that caused them. The window
+then forwards the event down the hierarchy until it reaches the widget that
+is below the click position. If that widget uses the given event, the widget
+is marked "pushed" and will receive all following mouse motion (FL_DRAG) events
+until the mouse button is released.
+
+\todo Is this correct? IMHO, mouse motion (FL_MOVE) events are sent to the
+belowmouse() widget, i.e. the widget that returned 1 on an FL_ENTER event.
+The pushed() widget will usually get an FL_FOCUS event and becomes the focus()
+widget if it returns 1 on FL_FOCUS, and will then get keyboard events (see
+below).
+
+Mouse wheel events are sent to the window that caused the event. The window
+propagates the event down the tree, first to the widget that is below the
+mouse pointer, and if that does not succeed, to all other widgets in the group.
+This ensures that scroll widgets work as expected with the widget furthest
+down in the hierarchy getting the first opportunity to use the wheel event,
+but also giving scroll bars, that are not directly below the mouse a chance.
+
+Keyboard events are sent directly to the widget that has keyboard focus.
+If the focused widget rejects the event, it is resent as a shortcut event,
+first to the top-most window, then to the widget below the mouse pointer,
+propagating up the hierarchy to all its parents. Those send the event also
+to all widgets that are not below the mouse pointer. Now if that did not work
+out, the shortcut is sent to all registered shortcut handlers.
+
+If we are still unsuccessful, the event handler flips the case of the shortcut
+letter and starts over. Finally, if the key is "escape", FLTK sends a close
+event to the top-most window.
+
+All other events are pretty much sent right away to the window that created
+the event.
+
+Widgets can "grab" events. The grabbing window gets all events exclusively, but
+usually by the same rules as described above.
+
+Windows can also request exclusivity in event handling by making the
+window modal.
+
+
+\section events_compose_characters FLTK Compose-Character Sequences
+
+The character composition done by Fl_Input widget
+requires that you call the Fl::compose() function if you are
+writing your own text editor widget.
+
+Currently, all characters made by single key strokes
+with or without modifier keys, or by system-defined character
+compose sequences (that can involve dead keys or a compose key) can be input.
+You should call Fl::compose() in case any
+enhancements to this processing are done in the future. The
+interface has been designed to handle arbitrary UTF-8 encoded
+text.
+
+The following methods are provided for character composition:
+
+\li Fl::compose()
+\li Fl::compose_reset()
+
+Under Mac OS X, FLTK "previews" partially composed sequences.
+
+\htmlonly
+<hr>
+<table summary="navigation bar" width="100%" border="0">
+<tr>
+ <td width="45%" align="LEFT">
+ <a class="el" href="drawing.html">
+ [Prev]
+ Drawing Things in FLTK
+ </a>
+ </td>
+ <td width="10%" align="CENTER">
+ <a class="el" href="main.html">[Index]</a>
+ </td>
+ <td width="45%" align="RIGHT">
+ <a class="el" href="subclassing.html">
+ Adding and Extending Widgets
+ [Next]
+ </a>
+ </td>
+</tr>
+</table>
+\endhtmlonly
+
+*/
diff --git a/branch-3.0-2011/documentation/src/examples.dox b/branch-3.0-2011/documentation/src/examples.dox
new file mode 100644
index 000000000..556312b9d
--- /dev/null
+++ b/branch-3.0-2011/documentation/src/examples.dox
@@ -0,0 +1,610 @@
+/**
+
+ \page examples Example Source Code
+
+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 \b http://fltk.org/software.php .
+
+Most of the example programs were created while testing a group of widgets.
+They are not meant to be great achievements in clean C++ programming, but
+merely a test platform to verify the functionality of the FLTK library.
+
+Note that extra example programs are also available in an additional
+'examples' directory, but these are \b NOT built automatically when
+you build FLTK, unlike those in the 'test' directory shown below.
+
+\section example_applications Example Applications
+
+<table width=100% border=0>
+<tr>
+<td> \ref examples_adjuster </td>
+<td> \ref examples_arc </td>
+<td> \ref examples_ask </td>
+<td> \ref examples_bitmap </td>
+<td> \ref examples_blocks </td>
+<td> \ref examples_boxtype </td>
+</tr>
+<tr>
+<td> \ref examples_browser </td>
+<td> \ref examples_button </td>
+<td> \ref examples_buttons </td>
+<td> \ref examples_checkers </td>
+<td> \ref examples_clock </td>
+<td> \ref examples_colbrowser </td>
+</tr>
+<tr>
+<td> \ref examples_color_chooser </td>
+<td> \ref examples_cube </td>
+<td> \ref examples_CubeView </td>
+<td> \ref examples_cursor </td>
+<td> \ref examples_curve </td>
+<td> \ref examples_demo </td>
+</tr>
+<tr>
+<td> \ref examples_doublebuffer </td>
+<td> \ref examples_editor </td>
+<td> \ref examples_fast_slow </td>
+<td> \ref examples_file_chooser </td>
+<td> \ref examples_fluid </td>
+<td> \ref examples_fonts </td>
+</tr>
+<tr>
+<td> \ref examples_forms </td>
+<td> \ref examples_fractals </td>
+<td> \ref examples_fullscreen </td>
+<td> \ref examples_gl_overlay </td>
+<td> \ref examples_glpuzzle </td>
+<td> \ref examples_hello </td>
+</tr>
+<tr>
+<td> \ref examples_help </td>
+<td> \ref examples_iconize </td>
+<td> \ref examples_image </td>
+<td> \ref examples_inactive </td>
+<td> \ref examples_input </td>
+<td> \ref examples_input_choice </td>
+</tr>
+<tr>
+<td> \ref examples_keyboard </td>
+<td> \ref examples_label </td>
+<td> \ref examples_line_style </td>
+<td> \ref examples_list_visuals </td>
+<td> \ref examples_mandelbrot </td>
+<td> \ref examples_menubar </td>
+</tr>
+<tr>
+<td> \ref examples_message </td>
+<td> \ref examples_minimum </td>
+<td> \ref examples_navigation </td>
+<td> \ref examples_output </td>
+<td> \ref examples_overlay </td>
+<td> \ref examples_pack </td>
+</tr>
+<tr>
+<td> \ref examples_pixmap_browser </td>
+<td> \ref examples_pixmap </td>
+<td> \ref examples_preferences </td>
+<td> \ref examples_radio </td>
+<td> \ref examples_resizebox </td>
+<td> \ref examples_resize </td>
+</tr>
+<tr>
+<td> \ref examples_scroll </td>
+<td> \ref examples_shape </td>
+<td> \ref examples_subwindow </td>
+<td> \ref examples_sudoku </td>
+<td> \ref examples_symbols </td>
+<td> \ref examples_tabs </td>
+</tr>
+<tr>
+<td> \ref examples_threads </td>
+<td> \ref examples_tile </td>
+<td> \ref examples_tiled_image </td>
+<td> \ref examples_valuators </td>
+<td> \ref examples_device </td>
+<td> &nbsp; </td>
+<td> &nbsp; </td>
+</tr>
+</table>
+
+\subsection examples_adjuster adjuster
+
+\par
+\c adjuster shows a nifty little widget for quickly
+setting values in a great range.
+
+\subsection examples_arc arc
+
+\par
+The \c arc 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.
+
+\subsection examples_ask ask
+
+\par
+\c ask 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... .
+
+\subsection examples_bitmap bitmap
+
+\par
+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.
+
+\subsection examples_blocks blocks
+
+\par
+A wonderful and addictive game that shows the usage of FLTK
+timers, graphics, and how to implement sound on all platforms.
+\c blocks is also a good example for the Mac OS X specific
+bundle format.
+
+\subsection examples_boxtype boxtype
+
+\par
+\c boxtype 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.
+
+\subsection examples_browser browser
+
+\par
+\c browser shows the capabilities of the Fl_Browser widget.
+Important features tested are loading of files, line formatting, and
+correct positioning of the browser data window.
+
+\subsection examples_button button
+
+\par
+The \c button test is a simple demo of push-buttons and callbacks.
+
+\subsection examples_buttons buttons
+
+\par
+\c buttons shows a sample of FLTK button types.
+
+\subsection examples_checkers checkers
+
+\par
+Written by Steve Poulsen in early 1979, \c checkers 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.
+
+\subsection examples_clock clock
+
+\par
+The \c clock demo shows two analog clocks. The innards of
+the Fl_Clock widget are pretty interesting, explaining
+the use of timeouts and matrix based drawing.
+
+\subsection examples_colbrowser colbrowser
+
+\par
+\c colbrowser 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 moderately useful unless your UI is written in <i>Motif</i>.
+
+\subsection examples_color_chooser color_chooser
+
+\par
+The \c color_chooser gives a short demo of FLTK's palette based
+color chooser and of the RGB based color wheel.
+
+\subsection examples_cube cube
+
+\par
+The \c cube demo shows the speed of OpenGL. It also tests
+the ability to render two OpenGL buffers into a single window,
+and shows OpenGL text.
+
+\subsection examples_CubeView CubeView
+
+\par
+\c CubeView shows how to create a UI containing OpenGL with Fluid.
+
+\subsection examples_cursor cursor
+
+\par
+The \c cursor demo shows 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).
+
+\subsection examples_curve curve
+
+\par
+\c curve draws a nice Bezier curve into a custom widget. The
+<i>points</i> option for splines is not supported on all platforms.
+
+\subsection examples_demo demo
+
+\par
+This tool allows quick access to all programs in the \c test directory.
+\c demo is based on the visuals of the IrixGL demo program. The menu
+tree can be changed by editing <tt>test/demo.menu</tt>.
+
+\subsection examples_device device
+
+\par
+Shows how a wide variety of graphics requests can be printed using the Fl_Printer class.
+
+\subsection examples_doublebuffer doublebuffer
+
+\par
+The \c doublebuffer demo shows 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.
+
+\subsection examples_editor editor
+
+\par
+FLTK has two very different text input widgets. Fl_Input
+and derived classes are rather light weight, however
+Fl_Text_Editor is a complete port of <i>nedit</i> (with permission).
+The \c editor test is almost a full application, showing custom
+syntax highlighting and dialog creation.
+
+\subsection examples_fast_slow fast_slow
+
+\par
+\c fast_slow shows how an application can use the Fl_Widget::when()
+setting to receive different kinds of callbacks.
+
+\subsection examples_file_chooser file_chooser
+
+\par
+The standard FLTK \c file_chooser is the result of many
+iterations, trying to find a middle ground between a complex
+browser and a fast light implementation.
+
+\subsection examples_fonts fonts
+
+\par
+\c fonts shows 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.
+
+\subsection examples_forms forms
+
+\par
+\c forms is an XForms program with very few changes.
+Search for "fltk" to find all changes necessary to port to fltk.
+This demo shows the different boxtypes. Note that some
+boxtypes are not appropriate for some objects.
+
+\subsection examples_fractals fractals
+
+\par
+\c fractals shows how to mix OpenGL, Glut and FLTK code.
+FLTK supports a rather large subset of Glut, so that many Glut
+applications compile just fine.
+
+\subsection examples_fullscreen fullscreen
+
+\par
+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.
+
+\subsection examples_gl_overlay gl_overlay
+
+\par
+\c gl_overlay shows OpenGL overlay plane rendering. If no
+hardware overlay plane is available, FLTK will simulate it
+for you.
+
+\subsection examples_glpuzzle glpuzzle
+
+\par
+The \c glpuzzle test shows how most Glut source code compiles
+easily under FLTK.
+
+\subsection examples_hello hello
+
+\par
+\c hello: Hello, World. Need I say more? Well, maybe. This
+tiny demo shows how little is needed to get a functioning application
+running with FLTK. Quite impressive, I'd say.
+
+\subsection examples_help help
+
+\par
+\c help displays the built-in FLTK help browser. The
+Fl_Help_Dialog 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.
+
+\subsection examples_iconize iconize
+
+\par
+\c iconize demonstrates the effect of the window functions
+hide(), iconize(), and show().
+
+\subsection examples_image image
+
+\par
+The \c image 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).
+
+\subsection examples_inactive inactive
+
+\par
+\c inactive tests the correct rendering of inactive widgets.
+To see the inactive version of images, you can check out the pixmap
+or image test.
+
+\subsection examples_input input
+
+\par
+This tool shows and tests different types of text input fields based on
+Fl_Input_. The \c input program also tests various
+settings of Fl_Input::when().
+
+\subsection examples_input_choice input_choice
+
+\par
+\c input_choice tests the latest addition to FLTK1, a text input
+field with an attached pulldown menu. Windows users will recognize
+similarities to the 'ComboBox'. \c input_choice starts up in
+'plastic' scheme, but the traditional scheme is also supported.
+
+\subsection examples_keyboard keyboard
+
+\par
+FLTK unifies keyboard events for all platforms. The \c keyboard
+test can be used to check the return values of Fl::event_key()
+and Fl::event_text(). 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.
+
+\subsection examples_label label
+
+\par
+Every FLTK widget can have a label attached to it. The \c label
+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>.
+
+\subsection examples_line_style line_style
+
+\par
+Advanced line drawing can be tested with \c line_style.
+Not all platforms support all line styles.
+
+\subsection examples_list_visuals list_visuals
+
+\par
+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.
+
+\subsection examples_mandelbrot mandelbrot
+
+\par
+\c mandelbrot 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.
+
+\subsection examples_menubar menubar
+
+\par
+The \c menubar 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.
+
+\subsection examples_message message
+
+\par
+\c message pops up a few of FLTK's standard message boxes.
+
+\subsection examples_minimum minimum
+
+\par
+The \c minimum 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.
+
+\subsection examples_navigation navigation
+
+\par
+\c navigation demonstrates how the text cursor moves from
+text field to text field when using the arrow keys, tab, and shift-tab.
+
+\subsection examples_output output
+
+\par
+\c output shows the difference between the single line and
+multi line mode of the Fl_Output widget. Fonts can be
+selected from the FLTK standard list of fonts.
+
+\subsection examples_overlay overlay
+
+\par
+The \c overlay test app shows how easy an FLTK window can
+be layered to display cursor and manipulator style elements. This
+example derives a new class from Fl_Overlay_Window and
+provides a new function to draw custom overlays.
+
+\subsection examples_pack pack
+
+\par
+The \c pack test program demonstrates the resizing
+and repositioning of children of the Fl_Pack group.
+Putting an Fl_Pack into an Fl_Scroll is
+a useful way to create a browser for large sets of data.
+
+\subsection examples_pixmap_browser pixmap_browser
+
+\par
+\c pixmap_browser tests the shared-image interface. When using
+the same image multiple times, Fl_Shared_Image will keep it
+only once in memory.
+
+\subsection examples_pixmap pixmap
+
+\par
+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.
+
+\subsection examples_preferences preferences
+
+\par
+I do have my \c preferences in the morning, but sometimes I
+just can't remember a thing. This is where the Fl_Preferences
+come in handy. They remember any kind of data between program launches.
+
+\subsection examples_radio radio
+
+\par
+The \c radio tool was created entirely with <i>fluid</i>. It
+shows some of the available button types and tests radio
+button behavior.
+
+\subsection examples_resizebox resizebox
+
+\par
+\c resizebox shows some possible ways of FLTK's automatic
+resize behavior.
+
+\subsection examples_resize resize
+
+\par
+The \c resize demo tests size and position functions with
+the given window manager.
+
+\subsection examples_scroll scroll
+
+\par
+\c scroll shows how to scroll an area of widgets, one of
+them being a slow custom drawing. Fl_Scroll uses
+clipping and smart window area copying to improve redraw speed.
+The buttons at the bottom of the window control decoration rendering
+and updates.
+
+\subsection examples_shape shape
+
+\par
+\c shape 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.
+
+\subsection examples_subwindow subwindow
+
+\par
+The \c subwindow 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 system to 0, 0 in the
+top left corner. On Win32 and X11, subwindows have their own
+operating system specific handle.
+
+\subsection examples_sudoku sudoku
+
+\par
+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.
+
+\subsection examples_symbols symbols
+
+\par
+\c symbols 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.).
+
+\subsection examples_tabs tabs
+
+\par
+The \c tabs 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.
+
+\par
+The \c tabs application shows the Fl_Tabs widget
+on the left and the Fl_Wizard widget on the right side
+for direct comparison of these two panel management widgets.
+
+\subsection examples_threads threads
+
+\par
+FLTK can be used in a multithreading environment. There are some
+limitations, mostly due to the underlying operating system.
+\c threads shows how to use Fl::lock(),
+Fl::unlock(), and Fl::awake() in secondary threads
+to keep FLTK happy. Although locking works on all platforms,
+this demo is not available on every machine.
+
+\subsection examples_tile tile
+
+\par
+The \c tile tool shows a nice way of using Fl_Tile.
+To test correct resizing of subwindows, the widget for region
+1 is created from an Fl_Window class.
+
+\subsection examples_tiled_image tiled_image
+
+\par
+The \c tiled_image demo uses an image as the background
+for a window by repeating it over the full size of the widget.
+The window is resizable and shows how the image gets repeated.
+
+\subsection examples_valuators valuators
+
+\par
+\c valuators shows all of FLTK's nifty widgets to change
+numeric values.
+
+\subsection examples_fluid fluid
+
+\par
+\c fluid is not only a big test program, but also a very
+useful visual UI designer. Many parts of \c fluid were
+created using \c fluid. See the \link fluid Fluid Tutorial \endlink
+for more details.
+
+
+\htmlonly
+<hr>
+<table summary="navigation bar" width="100%" border="0">
+<tr>
+ <td width="45%" align="LEFT">
+ <a class="el" href="license.html">
+ [Prev]
+ Software License
+ </a>
+ </td>
+ <td width="10%" align="CENTER">
+ <a class="el" href="main.html">[Index]</a>
+ </td>
+ <td width="45%" align="RIGHT">
+ &nbsp;
+ </a>
+ </td>
+</tr>
+</table>
+\endhtmlonly
+
+*/
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@@ -0,0 +1,58 @@
+\documentclass[a4paper]{book}
+\usepackage{a4wide}
+\usepackage{makeidx}
+\usepackage{fancyhdr}
+\usepackage{graphicx}
+\usepackage{multicol}
+\usepackage{float}
+\usepackage{textcomp}
+\usepackage{alltt}
+\usepackage{times}
+\usepackage{ifpdf}
+\ifpdf
+\usepackage[pdftex,
+ pagebackref=true,
+ colorlinks=true,
+ linkcolor=blue,
+ unicode
+ ]{hyperref}
+\else
+\usepackage[ps2pdf,
+ pagebackref=true,
+ colorlinks=true,
+ linkcolor=blue,
+ unicode
+ ]{hyperref}
+\usepackage{pspicture}
+\fi
+\usepackage[utf8]{inputenc}
+\usepackage{doxygen}
+\makeindex
+\setcounter{tocdepth}{1}
+\renewcommand{\footrulewidth}{0.4pt}
+\begin{document}
+\begin{titlepage}
+\vspace*{4.5cm}
+\begin{center}
+{\Huge FLTK 1.3.0 Programming Manual}\\
+\vspace*{2cm}
+\begin{ImageNoCaption}
+ \mbox{\includegraphics[width=6cm]{FL200}}
+\end{ImageNoCaption}\\
+\vspace*{2cm}
+{\Large
+Revision 9 by F. Costantini, D. Gibson, M. Melcher, \\
+A. Schlosser, B. Spitzak and M. Sweet.}\\
+\vspace*{1.5cm}
+{\large Copyright 1998-2010 by Bill Spitzak and others.}\\
+\vspace*{3.5cm}
+{\large Generated by Doxygen 1.5.7.1}\\
+\vspace*{0.5cm}
+\today{}\\
+\end{center}
+\end{titlepage}
+\clearemptydoublepage
+\pagenumbering{roman}
+\tableofcontents
+\clearemptydoublepage
+\pagenumbering{arabic}
diff --git a/branch-3.0-2011/documentation/src/fltk-config.man b/branch-3.0-2011/documentation/src/fltk-config.man
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--- /dev/null
+++ b/branch-3.0-2011/documentation/src/fltk-config.man
@@ -0,0 +1,90 @@
+.TH fltk\-config 1 "Fast Light Tool Kit" "6 February 2007"
+.SH NAME
+fltk\-config \- script to get information about the installed version of fltk.
+.sp
+.SH SYNOPSIS
+fltk\-config [ \-\-prefix
+.I [=DIR]
+] [ \-\-exec\-prefix
+.I [=DIR]
+] [ \-\-version ] [ \-\-api\-version ] [ \-\-use\-gl ] [ \-\-use\-images ]
+[ \-\-use\-glut ]
+[ \-\-cc ] [ \-\-cxx ]
+[ \-\-cflags ] [ \-\-cxxflags ] [ \-\-ldflags ] [ \-\-ldstaticflags ]
+[ \-\-libs ]
+[ \-D\fIname[=value]\fR ] [ \-g ] [ \-\-compile
+.I program.cxx
+]
+.SH DESCRIPTION
+\fIfltk\-config\fR is a utility script that can be used to get information
+about the current version of FLTK that is installed on the system, what
+compiler and linker options to use when building FLTK-based applications,
+and to build simple FLTK applications.
+.LP
+The following options are supported:
+.TP 5
+\-\-api\-version
+.br
+Displays the current FLTK API version number, e.g. "1.1".
+.TP 5
+\-\-cc
+.TP 5
+\-\-cxx
+.br
+Displays the C/C++ compiler that was used to compile FLTK.
+.TP 5
+\-\-cflags
+.TP 5
+\-\-cxxflags
+.br
+Displays the C/C++ compiler options to use when compiling source
+files that use FLTK.
+.TP 5
+\-\-compile \fIprogram.cxx\fR
+.br
+Compiles the source file \fIprogram.cxx\fR into \fIprogram\fR.
+This option implies "\-\-post \fIprogram\fR".
+.TP 5
+\-g
+.br
+Enables debugging information when compiling with the \fI\-\-compile\fR
+option.
+.TP 5
+\-\-ldflags
+.br
+Displays the linker options to use when linking a FLTK
+application.
+.TP 5
+\-\-ldstaticflags
+.br
+Displays the linker options to use when linking a FLTK
+application to the static FLTK libraries.
+.TP 5
+\-\-libs
+.br
+Displays the full path to the FLTK library files, to be used for
+dependency checking.
+.TP 5
+\-\-use\-gl
+.br
+Enables OpenGL support.
+.TP 5
+\-\-use\-glut
+.br
+Enables GLUT support.
+.TP 5
+\-\-use\-images
+.br
+Enables image file support.
+.TP 5
+\-\-version
+.br
+Displays the current FLTK version number, e.g. "1.1.0".
+.SH SEE ALSO
+fluid(1), fltk(3)
+.br
+FLTK Programming Manual
+.br
+FLTK Web Site, http://www.fltk.org/
+.SH AUTHORS
+Bill Spitzak and others.
diff --git a/branch-3.0-2011/documentation/src/fltk.book b/branch-3.0-2011/documentation/src/fltk.book
new file mode 100644
index 000000000..acd4fcc0c
--- /dev/null
+++ b/branch-3.0-2011/documentation/src/fltk.book
@@ -0,0 +1,108 @@
+#HTMLDOC 1.8.27.1
+-t pdf13 -f "fltk.pdf" --book --toclevels 2 --no-numbered --toctitle "Table of Contents" --title --titleimage "FL.gif" --linkstyle underline --size Universal --left 1.00in --right 0.50in --top 0.50in --bottom 0.50in --header .t. --header1 ... --footer h.1 --nup 1 --tocheader .t. --tocfooter ..i --duplex --portrait --color --no-pscommands --no-xrxcomments --compression=9 --jpeg=50 --fontsize 11.0 --fontspacing 1.2 --headingfont Helvetica --bodyfont Times --headfootsize 11.0 --headfootfont Helvetica --charset iso-8859-1 --links --no-embedfonts --pagemode outline --pagelayout single --firstpage c1 --pageeffect none --pageduration 10 --effectduration 1.0 --no-encryption --permissions all --owner-password "" --user-password "" --browserwidth 680 --strict --no-overflow
+preface.html
+intro.html
+basics.html
+common.html
+editor.html
+drawing.html
+events.html
+subclassing.html
+opengl.html
+fluid.html
+widgets.html
+advanced.html
+Fl.html
+Fl_Adjuster.html
+Fl_Bitmap.html
+Fl_BMP_Image.html
+Fl_Box.html
+Fl_Browser_.html
+Fl_Browser.html
+Fl_Button.html
+Fl_Chart.html
+Fl_Check_Browser.html
+Fl_Check_Button.html
+Fl_Choice.html
+Fl_Clock.html
+Fl_Clock_Output.html
+Fl_Color_Chooser.html
+Fl_Counter.html
+Fl_Dial.html
+Fl_Double_Window.html
+Fl_End.html
+Fl_File_Browser.html
+Fl_File_Chooser.html
+Fl_File_Icon.html
+Fl_File_Input.html
+Fl_Float_Input.html
+Fl_Free.html
+Fl_GIF_Image.html
+Fl_Gl_Window.html
+Fl_Group.html
+Fl_Help_Dialog.html
+Fl_Help_View.html
+Fl_Hold_Browser.html
+Fl_Image.html
+Fl_Input.html
+Fl_Input_.html
+Fl_Input_Choice.html
+Fl_Int_Input.html
+Fl_JPEG_Image.html
+Fl_Light_Button.html
+Fl_Menu_.html
+Fl_Menu_Bar.html
+Fl_Menu_Button.html
+Fl_Menu_Item.html
+Fl_Menu_Window.html
+Fl_Multi_Browser.html
+Fl_Multiline_Input.html
+Fl_Multiline_Output.html
+Fl_Output.html
+Fl_Overlay_Window.html
+Fl_Pack.html
+Fl_Pixmap.html
+Fl_PNG_Image.html
+Fl_PNM_Image.html
+Fl_Positioner.html
+Fl_Preferences.html
+Fl_Progress.html
+Fl_Repeat_Button.html
+Fl_RGB_Image.html
+Fl_Return_Button.html
+Fl_Roller.html
+Fl_Round_Button.html
+Fl_Scroll.html
+Fl_Scrollbar.html
+Fl_Secret_Input.html
+Fl_Select_Browser.html
+Fl_Shared_Image.html
+Fl_Single_Window.html
+Fl_Slider.html
+Fl_Spinner.html
+Fl_Tabs.html
+Fl_Text_Buffer.html
+Fl_Text_Display.html
+Fl_Text_Editor.html
+Fl_Tile.html
+Fl_Tiled_Image.html
+Fl_Timer.html
+Fl_Toggle_Button.html
+Fl_Tooltip.html
+Fl_Valuator.html
+Fl_Value_Input.html
+Fl_Value_Output.html
+Fl_Value_Slider.html
+Fl_Widget.html
+Fl_Window.html
+Fl_Wizard.html
+Fl_XBM_Image.html
+Fl_XPM_Image.html
+functions.html
+enumerations.html
+glut.html
+forms.html
+osissues.html
+migration.html
+license.html
+examples.html
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+.TH fltk 3 "Fast Light Tool Kit" "6 January 2002"
+.SH NAME
+fltk \- the fast light tool kit
+.sp
+.SH SYNOPSIS
+The Fast Light Tool Kit ("FLTK", pronounced "fulltick") is a
+C++ graphical user interface toolkit for the X Window
+System, MacOS(r), and Microsoft Windows(r) that supports OpenGL(r).
+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.
+.LP
+FLTK is provides under the terms of the GNU Library General Public License,
+with the following exceptions:
+.IP
+1. 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.
+.IP
+The authors do request that such modifications be
+contributed to the FLTK project - send all contributions
+through the "Software Trouble Report" on the following page:
+.IP
+ http://www.fltk.org/str.php
+.IP
+2. Widgets that are subclassed from FLTK widgets do not
+constitute a derivative work.
+.IP
+3. 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.
+.IP
+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.
+.IP
+4. 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.
+.IP
+However, programs must still identify their use of FLTK. The
+following example statement can be included in user
+documentation to satisfy this requirement:
+.IP
+[program/widget] is based in part on the work of the FLTK
+project (http://www.fltk.org).
+.SH SEE ALSO
+fltk\-config(1), fluid(1)
+.br
+FLTK Programming Manual
+.br
+FLTK Web Site, http://www.fltk.org/
+.SH AUTHORS
+Bill Spitzak and others.
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+/**
+ <!-- Warning: \p .fl does not work but <tt>.fl</tt> does -->
+ <!-- Warning: \p .h does not work but <tt>.h</tt> does -->
+ <!-- Warning: \p .cxx does not work but <tt>.cxx</tt> does -->
+
+ \page fluid Programming with FLUID
+
+This chapter shows how to use the Fast Light User-Interface Designer
+("FLUID") to create your GUIs.
+
+Subchapters:
+
+\li \ref fluid_what_is_fluid
+\li \ref fluid_fluid_under_unix
+\li \ref fluid_fluid_under_windows
+\li \ref fluid_compiling_fl_files
+\li \ref fluid_tutorial
+\li \ref fluid_references
+\li \ref fluid_i18n
+\li \ref fluid_limitations
+
+\section fluid_what_is_fluid What is FLUID?
+
+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.
+
+FLUID can "compile" 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 (\ref fluid_i18n "Internationalization")
+of label strings using message files and the GNU gettext or
+POSIX catgets interfaces.
+
+A simple program can be made by putting all your code (including a
+\p main() 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
+\p \#include
+the <tt>.h</tt> file or they can
+\p \#include
+the <tt>.cxx</tt> file so it still appears to be a single source file.
+
+ \image html fluid-org.png "Figure 9-1: FLUID organization"
+ \image latex fluid-org.png "FLUID organization" width=12cm
+
+Normally the FLUID file defines one or more functions or classes which
+output C++ code. Each function defines a one or more FLTK
+windows, and all the widgets that go inside those windows.
+
+Widgets created by FLUID are either "named", "complex named" or
+"unnamed". A named widget has a legal C++ variable identifier as its
+name (i.e. only alphanumeric and underscore). In this case FLUID
+defines a global variable or class member that will point at the widget
+after the function defining it is called. A complex named object has
+punctuation such as <tt>'.'</tt> or <tt>'->'</tt> or any other symbols
+in its name. In
+this case FLUID assigns a pointer to the widget to the name, but does
+not attempt to declare it. This can be used to get the widgets into
+structures. An unnamed widget has a blank name and no pointer is stored.
+
+Widgets may either call a named callback function that you write in
+another source file, or you can supply a small piece of C++ source and
+FLUID will write a private callback function into the <tt>.cxx</tt> file.
+
+\section fluid_fluid_under_unix Running FLUID Under UNIX
+
+To run FLUID under UNIX, type:
+
+\code
+fluid filename.fl &
+\endcode
+
+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).
+
+You can provide any of the standard FLTK switches before the filename:
+
+\code
+-display host:n.n
+-geometry WxH+X+Y
+-title windowtitle
+-name classname
+-iconic
+-fg color
+-bg color
+-bg2 color
+-scheme schemename
+\endcode
+
+Changing the colors may be useful to see what your interface
+will look at if the user calls it with the same switches.
+Similarly, using "-scheme plastic" will show how the interface
+will look using the "plastic" scheme.
+
+In the current version, if you don't put FLUID into the
+background with <tt>'&'</tt> then you will be able to abort FLUID by
+typing <tt>CTRL-C</tt> on the terminal. It will exit
+immediately, losing any changes.
+
+\section fluid_fluid_under_windows Running FLUID Under Microsoft Windows
+
+To run FLUID under WIN32, double-click on the \e FLUID.exe
+file. You can also run FLUID from the Command Prompt window.
+FLUID always runs in the background under WIN32.
+
+\section fluid_compiling_fl_files Compiling .fl files
+
+FLUID can also be called as a command-line
+"compiler" to create the <tt>.cxx</tt> and <tt>.h</tt>
+file from a <tt>.fl</tt> file. To do this type:
+
+\code
+fluid -c filename.fl
+\endcode
+
+This will read the <tt>filename.fl</tt> file and write
+<tt>filename.cxx</tt> and <tt>filename.h</tt>. 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:
+
+\code
+my_panels.h my_panels.cxx: my_panels.fl
+ fluid -c my_panels.fl
+\endcode
+
+Most versions of make support rules that cause <tt>.fl</tt>
+files to be compiled:
+
+\code
+.SUFFIXES: .fl .cxx .h
+.fl.h .fl.cxx:
+ fluid -c $<
+\endcode
+
+\section fluid_tutorial A Short Tutorial
+
+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.
+
+\image html cubeview.png "Figure 9-2: CubeView demo"
+\image latex cubeview.png "CubeView demo" width=10cm
+
+The window is of class CubeViewUI, and is completely generated by FLUID,
+including
+class member functions. The central display of the cube is a separate
+subclass of Fl_Gl_Window called CubeView. CubeViewUI manages CubeView
+using callbacks from the various sliders and rollers to manipulate the
+viewing angle and zoom of CubeView.
+
+At the completion of this tutorial you will (hopefully) understand
+how to:
+
+-# Use FLUID to create a complete user interface class, including
+ constructor and any member functions necessary.
+-# Use FLUID to set callbacks member functions of a custom widget
+ classes.
+-# Subclass an Fl_Gl_Window to suit your purposes.
+
+\subsection fluid_cubeview The CubeView Class
+
+The CubeView class is a subclass of Fl_Gl_Window. It has methods for
+setting the zoom, the \e x and \e y pan, and the rotation angle
+about the \e x and \e y axes.
+
+You can safely skip this section as long as you realize the CubeView
+is a sublass of Fl_Gl_Window and will respond to calls from
+CubeViewUI, generated by FLUID.
+
+\par The CubeView Class Definition
+
+Here is the CubeView class definition, as given by its header file
+"test/CubeView.h":
+
+\code
+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];
+};
+\endcode
+
+\par The CubeView Class Implementation
+
+Here is the CubeView implementation. It is very similar to the
+"cube" demo included with FLTK.
+
+\code
+#include "CubeView.h"
+#include <math.h>
+
+CubeView::CubeView(int x,int y,int w,int h,const char *l)
+ : Fl_Gl_Window(x,y,w,h,l)
+{
+ vAng = 0.0; hAng=0.0; size=10.0;
+ /* The cube definition. These are the vertices of a unit cube
+ * centered on the origin.*/
+ boxv0[0] = -0.5; boxv0[1] = -0.5; boxv0[2] = -0.5; boxv1[0] = 0.5;
+ boxv1[1] = -0.5; boxv1[2] = -0.5; boxv2[0] = 0.5; boxv2[1] = 0.5;
+ boxv2[2] = -0.5; boxv3[0] = -0.5; boxv3[1] = 0.5; boxv3[2] = -0.5;
+ boxv4[0] = -0.5; boxv4[1] = -0.5; boxv4[2] = 0.5; boxv5[0] = 0.5;
+ boxv5[1] = -0.5; boxv5[2] = 0.5; boxv6[0] = 0.5; boxv6[1] = 0.5;
+ boxv6[2] = 0.5; boxv7[0] = -0.5; boxv7[1] = 0.5; boxv7[2] = 0.5;
+};
+
+// The color used for the edges of the bounding cube.
+#define CUBECOLOR 255,255,255,255
+
+void CubeView::drawCube() {
+/* Draw a colored cube */
+#define ALPHA 0.5
+ glShadeModel(GL_FLAT);
+
+ glBegin(GL_QUADS);
+ glColor4f(0.0, 0.0, 1.0, ALPHA);
+ glVertex3fv(boxv0);
+ glVertex3fv(boxv1);
+ glVertex3fv(boxv2);
+ glVertex3fv(boxv3);
+
+ glColor4f(1.0, 1.0, 0.0, ALPHA);
+ glVertex3fv(boxv0);
+ glVertex3fv(boxv4);
+ glVertex3fv(boxv5);
+ glVertex3fv(boxv1);
+
+ glColor4f(0.0, 1.0, 1.0, ALPHA);
+ glVertex3fv(boxv2);
+ glVertex3fv(boxv6);
+ glVertex3fv(boxv7);
+ glVertex3fv(boxv3);
+
+ glColor4f(1.0, 0.0, 0.0, ALPHA);
+ glVertex3fv(boxv4);
+ glVertex3fv(boxv5);
+ glVertex3fv(boxv6);
+ glVertex3fv(boxv7);
+
+ glColor4f(1.0, 0.0, 1.0, ALPHA);
+ glVertex3fv(boxv0);
+ glVertex3fv(boxv3);
+ glVertex3fv(boxv7);
+ glVertex3fv(boxv4);
+
+ glColor4f(0.0, 1.0, 0.0, ALPHA);
+ glVertex3fv(boxv1);
+ glVertex3fv(boxv5);
+ glVertex3fv(boxv6);
+ glVertex3fv(boxv2);
+ glEnd();
+
+ glColor3f(1.0, 1.0, 1.0);
+ glBegin(GL_LINES);
+ glVertex3fv(boxv0);
+ glVertex3fv(boxv1);
+
+ glVertex3fv(boxv1);
+ glVertex3fv(boxv2);
+
+ glVertex3fv(boxv2);
+ glVertex3fv(boxv3);
+
+ glVertex3fv(boxv3);
+ glVertex3fv(boxv0);
+
+ glVertex3fv(boxv4);
+ glVertex3fv(boxv5);
+
+ glVertex3fv(boxv5);
+ glVertex3fv(boxv6);
+
+ glVertex3fv(boxv6);
+ glVertex3fv(boxv7);
+
+ glVertex3fv(boxv7);
+ glVertex3fv(boxv4);
+
+ glVertex3fv(boxv0);
+ glVertex3fv(boxv4);
+
+ glVertex3fv(boxv1);
+ glVertex3fv(boxv5);
+
+ glVertex3fv(boxv2);
+ glVertex3fv(boxv6);
+
+ glVertex3fv(boxv3);
+ glVertex3fv(boxv7);
+ glEnd();
+};//drawCube
+
+void CubeView::draw() {
+ if (!valid()) {
+ glLoadIdentity(); glViewport(0,0,w(),h());
+ glOrtho(-10,10,-10,10,-20000,10000); glEnable(GL_BLEND);
+ glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
+ }
+
+ glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
+ glPushMatrix(); glTranslatef(xshift, yshift, 0);
+ glRotatef(hAng,0,1,0); glRotatef(vAng,1,0,0);
+ glScalef(float(size),float(size),float(size)); drawCube();
+ glPopMatrix();
+};
+\endcode
+
+\subsection fluid_cubevieui The CubeViewUI Class
+
+We will completely construct a window to display and control the
+CubeView defined in the previous section using FLUID.
+
+\par Defining the CubeViewUI Class
+
+Once you have started FLUID, the first step in defining a class is to
+create a new class within FLUID using the <b>New->Code->Class</b>
+menu item. Name the class "CubeViewUI" and leave the
+subclass blank. We do not need any inheritance for this
+window. You should see the new class declaration in the FLUID
+browser window.
+
+\image html fluid1.png "Figure 9-3: FLUID file for CubeView"
+\image latex fluid1.png "FLUID file for CubeView" width=10cm
+
+\par Adding the Class Constructor
+
+Click on the CubeViewUI class in the FLUID window and add a new method
+by selecting <b>New->Code->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.
+
+Then add a window to the CubeViewUI class. Highlight the name of
+the constructor in the FLUID browser window and click on
+<b>New->Group->Window</b>. In a similar manner add the
+following to the CubeViewUI constructor:
+
+\li A horizontal roller named \p hrot
+\li A vertical roller named \p vrot
+\li A horizontal slider named \p xpan
+\li A vertical slider named \p ypan
+\li A horizontal value slider named \p zoom
+
+None of these additions need be public. And they shouldn't be
+unless you plan to expose them as part of the interface for
+CubeViewUI.
+
+When you are finished you should have something like this:
+
+\image html fluid2.png "Figure 9-4: FLUID window containing CubeView demo"
+\image latex fluid2.png "FLUID window containing CubeView demo" width=10cm
+
+We will talk about the \p show() method that is highlighted
+shortly.
+
+\par Adding the CubeView Widget
+
+What we have is nice, but does little to show our cube. We have already
+defined the CubeView class and we would like to show it within the
+CubeViewUI.
+
+The CubeView class inherits the Fl_Gl_Window class, which
+is created in the same way as a Fl_Box widget. Use
+<b>New->Other->Box</b> to add a square box to the main window.
+This will be no ordinary box, however.
+
+The Box properties window will appear. The key to letting CubeViewUI
+display CubeView is to enter CubeView in the <b>Class:</b> text
+entry box. This tells FLUID that it is not an Fl_Box, but a
+similar widget with the same constructor.
+
+In the <b>Extra Code:</b> field enter <tt>\#include "CubeView.h"</tt>
+
+This \p \#include is important, as we have just included
+CubeView as a member of CubeViewUI, so any public CubeView methods are
+now available to CubeViewUI.
+
+\image html fluid3-cxx.png "Figure 9-5: CubeView methods"
+\image latex fluid3-cxx.png "CubeView methods" width=10cm
+
+\par Defining the Callbacks
+
+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 <b>Callback</b>
+field of the widget panel. For example, the callback for the
+\p ypan slider is:
+
+\code
+cube->pany(((Fl_Slider *)o)->value());
+cube->redraw();
+\endcode
+
+We call <tt>cube->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.
+
+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.
+
+\par Adding a Class Method
+
+You can add class methods within FLUID that have nothing to do with the
+GUI. An an example add a show function so that CubeViewUI can actually
+appear on the screen.
+
+Make sure the top level CubeViewUI is selected and select
+<b>New->Code->Function/Method</b>. Just use the name
+\p show(). We don't need a return value here, and since we will
+not be adding any widgets to this method FLUID will assign it a return
+type of \p void.
+
+\image html fluid4.png "Figure 9-6: CubeView constructor"
+\image latex fluid4.png "CubeView constructor" width=10cm
+
+Once the new method has been added, highlight its name and select
+<b>New->Code->Code.</b> Enter the method's code in the code window.
+
+\subsection fluid_addconst Adding Constructor Initialization Code
+
+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->Code->Code</b>. Add any required code.
+
+\subsection fluid_gencode Generating the Code
+
+Now that we have completely defined the CubeViewUI, we have to generate
+the code. There is one last trick to ensure this all works. Open the
+preferences dialog from <b>Edit->Preferences</b>.
+
+At the bottom of the preferences dialog box is the key:
+<b>"Include Header from Code"</b>.
+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 -->
+
+\section fluid_references FLUID Reference
+
+The following sections describe each of the windows in FLUID.
+
+\subsection fluid_browser The Widget Browser
+
+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.
+
+The widgets are stored in a hierarchy. You can open and close a
+level by clicking the "triangle" at the left of a widget.
+The leftmost widgets are the \e parents, and all the widgets
+listed below them are their \e children. Parents don't have to have
+any children.
+
+The top level of the hierarchy is composed of \e functions and
+\e classes. 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.
+
+The second level of the hierarchy contains the \e windows.
+Each of these produces an instance of class Fl_Window.
+
+Below that are either \e widgets (subclasses of Fl_Widget) or
+\e groups 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.
+
+Widgets are shown in the browser by either their \e name (such
+as "main_panel" in the example), or by their \e type
+and \e label (such as "Button "the green"").
+
+You \e select widgets by clicking on their names, which highlights
+them (you can also select widgets from any displayed window). You can
+select many widgets by dragging the mouse across them, or by using
+Shift+Click to toggle them on and off. To select no widgets, click in
+the blank area under the last widget. Note that hidden children may
+be selected even when there is no visual indication of this.
+
+You \e open widgets by double-clicking on them, or (to open several
+widgets you have picked) by typing the F1 key. A control panel will appear
+so you can change the widget(s).
+
+\subsection fluid_menu_items Menu Items
+
+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:
+
+\par File/Open... (Ctrl+o)
+
+\par
+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.
+
+\par
+FLUID can also read <tt>.fd</tt> files produced by the Forms
+and XForms "fdesign" programs. It is best to
+File/Merge them instead of opening them. FLUID does not
+understand everything in a <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!
+
+\par File/Insert... (Ctrl+i)
+
+\par
+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.
+
+\par File/Save (Ctrl+s)
+
+\par
+Writes the current data to the <tt>.fl</tt> file. If the
+file is unnamed then FLUID will ask for a filename.
+
+\par File/Save As... (Ctrl+Shift+S)
+
+\par
+Asks for a new filename and saves the file.
+
+\par File/Write Code (Ctrl+Shift+C)
+
+\par
+"Compiles" 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 \c -c switch.
+
+\par
+The output file names are the same as the <tt>.fl</tt> file, with
+the leading directory and trailing ".fl" stripped, and
+".h" or ".cxx" appended.
+
+\par File/Write Strings (Ctrl+Shift+W)
+
+\par
+Writes a message file for all of the text labels defined in
+the current file.
+
+\par
+The output file name is the same as the <tt>.fl</tt> file,
+with the leading directory and trailing ".fl"
+stripped, and ".txt", ".po", or ".msg" appended depending on the
+\ref fluid_i18n "Internationalization Mode".
+
+\par File/Quit (Ctrl+q)
+
+\par
+Exits FLUID. You are asked for confirmation if you have
+changed the current file.
+
+\par Edit/Undo (Ctrl+z)
+
+\par
+This isn't implemented yet. You should do save often so you can
+recover from any mistakes you make.
+
+\par Edit/Cut (Ctrl+x)
+
+\par
+Deletes the selected widgets and all of their children.
+These are saved to a "clipboard" file and can be
+pasted back into any FLUID window.
+
+\par Edit/Copy (Ctrl+c)
+
+\par
+Copies the selected widgets and all of their children to the
+"clipboard" file.
+
+\par Edit/Paste (Ctrl+c)
+
+\par
+Pastes the widgets from the clipboard file.
+
+\par
+If the widget is a window, it is added to whatever function
+is selected, or contained in the current selection.
+
+\par
+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.
+
+\par
+To avoid confusion, it is best to select exactly one widget
+before doing a paste.
+
+\par
+Cut/paste is the only way to change the parent of a
+widget.
+
+\par Edit/Select All (Ctrl+a)
+
+\par
+Selects all widgets in the same group as the current selection.
+
+\par
+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.
+
+\par Edit/Open... (F1 or double click)
+
+\par
+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.
+
+\par Edit/Sort
+
+\par
+Sorts the selected widgets into left to right, top to bottom
+order. You need to do this to make navigation keys in FLTK work
+correctly. You may then fine-tune the sorting with
+"Earlier" and "Later". This does not affect
+the positions of windows or functions.
+
+\par Edit/Earlier (F2)
+
+\par
+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.
+
+\par Edit/Later (F3)
+
+\par
+Moves all of the selected widgets one later in order among
+the children of their parent (if possible).
+
+\par Edit/Group (F7)
+
+\par
+Creates a new Fl_Group and make all the currently
+selected widgets children of it.
+
+\par Edit/Ungroup (F8)
+
+\par
+Deletes the parent group if all the children of a group are
+selected.
+
+\par Edit/Overlays on/off (Ctrl+Shift+O)
+
+\par
+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.
+
+\par Edit/Project Settings... (Ctrl+p)
+
+\par
+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.
+
+\par
+The \ref fluid_i18n "internationalization" options are described
+later in this chapter.
+
+\image html fluid_prefs.png "Figure 9-7: FLUID Preferences Window"
+\image latex fluid_prefs.png "FLUID Preferences Window" width=10cm
+
+\par Edit/GUI Settings... (Shift+Ctrl+p)
+
+\par
+Displays the GUI settings panel. This panel is used
+to control the user interface settings.
+
+\par New/Code/Function
+
+\par
+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.
+
+\par
+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 (\c void ).
+
+\par
+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
+\p main(argc,argv) is used. The function will call
+\p show() on all the windows it creates and then call
+\p Fl::run(). This can also be used to test resize
+behavior or other parts of the user interface.
+
+\par
+You can change the function name by double-clicking on the
+function.
+
+\par New/Window
+
+\par
+Creates a new Fl_Window widget. The window is added
+to the currently selected function, or to the function
+containing the currently selected item. The window will appear,
+sized to 100x100. You can resize it to whatever size you
+require.
+
+\par
+The widget panel will also appear and is described later in
+this chapter.
+
+\par New/...
+
+\par
+All other items on the New menu are subclasses of
+Fl_Widget. Creating them will add them to the
+currently selected group or window, or the group or window
+containing the currently selected widget. The initial
+dimensions and position are chosen by copying the current
+widget, if possible.
+
+\par
+When you create the widget you will get the widget's control
+panel, which is described later in this chapter.
+
+\par Layout/Align/...
+
+\par
+Align all selected widgets to the first widget in the selection.
+
+\par Layout/Space Evenly/...
+
+\par
+Space all selected widgets evenly inside the selected space.
+Widgets will be sorted from first to last.
+
+\par Layout/Make Same Size/...
+
+\par
+Make all selected widgets the same size as the first selected widget.
+
+\par Layout/Center in Group/...
+
+\par
+Center all selected widgets relative to their parent widget
+
+\par Layout/Grid... (Ctrl+g)
+
+\par
+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.
+
+\par Shell/Execute Command... (Alt+x)
+
+\par
+Displays the shell command panel. The shell command
+is commonly used to run a 'make' script to compile the FLTK output.
+
+\par Shell/Execute Again (Alt+g)
+
+\par
+Run the shell command again.
+
+\par Help/About FLUID
+
+\par
+Pops up a panel showing the version of FLUID.
+
+\par Help/On FLUID
+
+\par
+Shows this chapter of the manual.
+
+\par Help/Manual
+
+\par
+Shows the contents page of the manual
+
+\subsection fluid_widget_panel The Widget Panel
+
+When you double-click on a widget or a set of widgets you
+will get the "widget attribute panel".
+
+When you change attributes using this panel, the changes are
+reflected immediately in the window. It is useful to hit the
+"no overlay" button (or type Ctrl+Shift+O) to hide the
+red overlay so you can see the widgets more accurately,
+especially when setting the box type.
+
+If you have several widgets selected, they may have different
+values for the fields. In this case the value for \e one of
+the widgets is shown. But if you change this value, \e all
+of the selected widgets are changed to the new value.
+
+Hitting "OK" makes the changes permanent.
+Selecting a different widget also makes the changes permanent.
+FLUID checks for simple syntax errors such as mismatched
+parenthesis in any code before saving any text.
+
+"Revert" or "Cancel" put everything back
+to when you last brought up the panel or hit OK. However in the
+current version of FLUID, changes to "visible"
+attributes (such as the color, label, box) are not undone by
+revert or cancel. Changes to code like the callbacks are
+undone, however.
+
+<!-- NEW PAGE -->
+
+\image html fluid_widget_gui.png "Figure 9-8: The FLUID widget GUI attributes"
+\image latex fluid_widget_gui.png "The FLUID widget GUI attributes" width=10cm
+
+\section fluid_widget_attributes GUI Attributes
+
+\par Label (text field)
+
+\par
+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.
+
+\par
+\ref common_labels "Symbols"
+can be added to the label using the at sign ("@").
+
+\par Label (pull down menu)
+
+\par
+How to draw the label. Normal, shadowed, engraved, and
+embossed change the appearance of the text.
+
+\par Image
+
+\par
+The active image for the widget. Click on the
+\b Browse... button to pick an image file using the file
+chooser.
+
+\par Inactive
+
+\par
+The inactive image for the widget. Click on the
+\b Browse... button to pick an image file using the file
+chooser.
+
+\par Alignment (buttons)
+
+\par
+Where to draw the label. The arrows put it on that side of
+the widget, you can combine the to put it in the corner. The
+"box" button puts the label inside the widget, rather
+than outside.
+
+\par
+The \b clip button clips the label to the widget box, the
+\b wrap 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.
+
+\par Position (text fields)
+
+\par
+The position fields show the current position and size of the
+widget box. Enter new values to move and/or resize a widget.
+
+\par Values (text fields)
+
+\par
+The values and limits of the current widget. Depending on the
+type of widget, some or all of these fields may be inactive.
+
+\par Shortcut
+
+\par
+The shortcut key to activate the widget. Click on the
+shortcut button and press any key sequence to set the shortcut.
+
+\par Attributes (buttons)
+
+\par
+The \b Visible button controls whether the widget is
+visible (on) or hidden (off) initially. Don't change this for
+windows or for the immediate children of a Tabs group.
+
+\par
+The \b Active button controls whether the widget is
+activated (on) or deactivated (off) initially. Most widgets
+appear greyed out when deactivated.
+
+\par
+The \b Resizable button controls whether the window is
+resizeable. In addition all the size changes of a window or
+group will go "into" the resizable child. If you have
+a large data display surrounded by buttons, you probably want
+that data area to be resizable. You can get more complex
+behavior by making invisible boxes the resizable widget, or by
+using hierarchies of groups. Unfortunately the only way to test
+it is to compile the program. Resizing the FLUID window is
+\e not the same as what will happen in the user program.
+
+\par
+The \b Hotspot 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
+\p show().
+
+\par
+The \b Border button turns the window manager border on
+or off. On most window managers you will have to close the
+window and reopen it to see the effect.
+
+\par X Class (text field)
+
+\par
+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.
+
+\image html fluid_widget_style.png "Figure 9-9: The FLUID widget Style attributes"
+\image latex fluid_widget_style.png "The FLUID widget Style attributes" width=10cm
+
+\subsection fluid_style_attributes Style Attributes
+
+\par Label Font (pulldown menu)
+
+\par
+Font to draw the label in. Ignored by symbols, bitmaps, and
+pixmaps. Your program can change the actual font used by these
+"slots" in case you want some font other than the 16
+provided.
+
+\par Label Size (pulldown menu)
+
+\par
+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.
+
+\par Label Color (button)
+
+\par
+Color to draw the label. Ignored by pixmaps (bitmaps,
+however, do use this color as the foreground color).
+
+\par Box (pulldown menu)
+
+\par
+The boxtype to draw as a background for the widget.
+
+\par
+Many widgets will work, and draw faster, with a
+"frame" instead of a "box". A frame does
+not draw the colored interior, leaving whatever was already
+there visible. Be careful, as FLUID may draw this ok but the
+real program may leave unwanted stuff inside the widget.
+
+\par
+If a window is filled with child widgets, you can speed up
+redrawing by changing the window's box type to
+"NO_BOX". FLUID will display a checkerboard for any
+areas that are not colored in by boxes. Note that this
+checkerboard is not drawn by the resulting program. Instead
+random garbage will be displayed.
+
+\par Down Box (pulldown menu)
+
+\par
+The boxtype to draw when a button is pressed or for some
+parts of other widgets like scrollbars and valuators.
+
+\par Color (button)
+
+\par
+The color to draw the box with.
+
+\par Select Color (button)
+
+\par
+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.
+
+\par Text Font, Size, and Color
+
+\par
+Some widgets display text, such as input fields, pull-down
+menus, and browsers.
+
+\image html fluid_widget_cxx.png "Figure 9-10: The FLUID widget C++ attributes"
+\image latex fluid_widget_cxx.png "The FLUID widget C++ attributes" width=10cm
+
+\subsection fluid_cpp_attributes C++ Attributes
+
+\par Class
+
+\par
+This is how you use your own subclasses of
+Fl_Widget. Whatever identifier you type in here will
+be the class that is instantiated.
+
+\par
+In addition, no \p \#include header file is put in the
+<tt>.h</tt> file. You must provide a \p \#include line as
+the first line of the "Extra Code" which declares your
+subclass.
+
+\par
+The class must be similar to the class you are spoofing. It
+does not have to be a subclass. It is sometimes useful to
+change this to another FLTK class. Currently the only way to get
+a double-buffered window is to change this field for the window
+to "Fl_Double_Window" and to add
+\code #include <FL/Fl_Double_Window.h> \endcode
+to the extra code.
+
+\par Type (upper-right pulldown menu)
+
+\par
+Some classes have subtypes that modify their appearance or behavior.
+You pick the subtype off of this menu.
+
+\par Name (text field)
+
+\par
+Name of a variable to declare, and to store a pointer to this
+widget into. This variable will be of type "<class>*". If the name is
+blank then no variable is created.
+
+\par
+You can name several widgets with "name[0]", "name[1]", "name[2]",
+etc. This will cause FLUID to declare an array of pointers. The array
+is big enough that the highest number found can be stored. All widgets
+that in the array must be the same type.
+
+\par Public (button)
+
+\par
+Controls whether the widget is publicly accessible. When
+embedding widgets in a C++ class, this controls whether the
+widget is \p public or \p private in the class.
+Otherwise is controls whether the widget is declared
+\p static or global (\p extern ).
+
+\par Extra Code (text fields)
+
+\par
+These four fields let you type in literal lines of code to
+dump into the <tt>.h</tt> or <tt>.cxx</tt> files.
+
+\par
+If the text starts with a <tt>\#</tt> or the word
+\p extern then FLUID thinks this is an "include"
+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.
+
+\par
+All other lines are "code" lines. The current
+widget is pointed to by the local variable \p o. The
+window being constructed is pointed to by the local variable
+\p w. You can also access any arguments passed to the
+function here, and any named widgets that are before this
+one.
+
+\par
+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.
+
+\par Callback (text field)
+
+\par
+This can either be the name of a function, or a small snippet
+of code. If you enter anything other than letters, numbers, and the
+underscore then FLUID treats it as code.
+
+\par
+A name refers to a function in your own code. It must be
+declared as <tt>void name(<class>*,void*)</tt>.
+
+\par
+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 \p o and the \p user_data()
+as \p v. FLUID will check for matching parenthesis, braces,
+and quotes, but does not do much other error checking. Be
+careful here, as it may be hard to figure out what widget is
+producing an error in the compiler.
+
+\par
+If the callback is blank then no callback is set.
+
+\par User Data (text field)
+
+\par
+This is a value for the \p user_data() of the widget.
+If blank the default value of zero is used. This can be any
+piece of C code that can be cast to a \p void pointer.
+
+\par Type (text field)
+
+\par
+The \p void* in the callback function prototypes is
+replaced with this. You may want to use \p long for old
+XForms code. Be warned that anything other than \p void*
+is not guaranteed to work! However on most architectures other
+pointer types are ok, and \p long is usually ok, too.
+
+\par When (pulldown menu)
+
+\par
+When to do the callback. This can be \b Never,
+\b Changed, \b Release, or \b Enter Key. The value of
+<b>Enter Key</b> is only useful for text input fields.
+
+\par
+There are other rare but useful values for the
+\p when() field that are not in the menu. You should use
+the extra code fields to put these values in.
+
+\par No Change (button)
+
+\par
+The <b>No Change</b> button means the callback is done on the
+matching event even if the data is not changed.
+
+\section fluid_selecting_moving Selecting and Moving Widgets
+
+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 \c ESC.
+
+To select a widget, click it. To select several widgets drag
+a rectangle around them. Holding down shift will toggle the
+selection of the widgets instead.
+
+You cannot pick hidden widgets. You also cannot choose some
+widgets if they are completely overlapped by later widgets. Use
+the browser to select these widgets.
+
+The selected widgets are shown with a red "overlay"
+line around them. You can move the widgets by dragging this
+box. Or you can resize them by dragging the outer edges and
+corners. Hold down the Alt key while dragging the mouse to
+defeat the snap-to-grid effect for fine positioning.
+
+If there is a tab box displayed you can change which child is
+visible by clicking on the file tabs. The child you pick is
+selected.
+
+The arrow, tab, and shift+tab keys "navigate" the
+selection. Left, right, tab, or shift+tab move to the next or
+previous widgets in the hierarchy. Hit the right arrow enough
+and you will select every widget in the window. Up/down widgets
+move to the previous/next widgets that overlap horizontally. If
+the navigation does not seem to work you probably need to
+"Sort" the widgets. This is important if you have
+input fields, as FLTK uses the same rules when using arrow keys
+to move between input fields.
+
+To "open" a widget, double click it. To open
+several widgets select them and then type F1 or pick
+"Edit/Open" off the pop-up menu.
+
+Type Ctrl+o to temporarily toggle the overlay off without
+changing the selection, so you can see the widget borders.
+
+You can resize the window by using the window manager border
+controls. FLTK will attempt to round the window size to the
+nearest multiple of the grid size and makes it big enough to
+contain all the widgets (it does this using illegal X methods,
+so it is possible it will barf with some window managers!).
+Notice that the actual window in your program may not be
+resizable, and if it is, the effect on child widgets may be
+different.
+
+The panel for the window (which you get by double-clicking
+it) is almost identical to the panel for any other Fl_Widget.
+There are three extra items:
+
+\section fluid_images Image Labels
+
+The \e contents of the image files in the \b Image
+and \b Inactive 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.
+
+However, the \e filenames 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.
+
+\par Notes for All Image Types
+
+\par
+FLUID runs using the default visual of your X server. This
+may be 8 bits, which will give you dithered images. You may get
+better results in your actual program by adding the code
+"Fl::visual(FL_RGB)" to your code right before the
+first window is displayed.
+
+\par
+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.
+
+\par
+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.
+
+\par
+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.
+
+\par
+To more accurately place images, make a new "box"
+widget and put the image in that as the label.
+
+\par XBM (X Bitmap) Files
+
+\par
+FLUID reads X bitmap files which use C source code to define
+a bitmap. Sometimes they are stored with the ".h" or
+".bm" extension rather than the standard
+".xbm" extension.
+
+\par
+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.
+
+\par
+The program "bitmap" on the X distribution does an
+adequate job of editing bitmaps.
+
+\par XPM (X Pixmap) Files
+
+\par
+FLUID reads X pixmap files as used by the \p libxpm
+library. These files use C source code to define a pixmap. The
+filenames usually have the ".xpm" extension.
+
+\par
+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.
+
+\par
+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.
+
+\par BMP Files
+
+\par
+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.
+
+\par GIF Files
+
+\par
+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.
+
+\par JPEG Files
+
+\par
+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.
+
+\par PNG (Portable Network Graphics) Files
+
+\par
+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.
+
+\section fluid_i18n Internationalization with FLUID
+
+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.
+
+\subsection fluid_i18n_methods I18N Methods
+
+FLUID supports three methods of I18N: use none, use GNU
+gettext, and use POSIX catgets. The "use none" method is the
+default and just passes the label strings as-is to the widget
+constructors.
+
+The "GNU gettext" method uses GNU gettext (or a similar
+text-based I18N library) to retrieve a localized string before
+calling the widget constructor.
+
+The "POSIX catgets" method uses the POSIX catgets function to
+retrieve a numbered message from a message catalog before
+calling the widget constructor.
+
+\subsection fluid_gettext_i18n Using GNU gettext for I18N
+
+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 \p setlocale() and \p textdomain() or
+\p bindtextdomain() to select the appropriate language and
+message file.
+
+To use GNU gettext for I18N, open the preferences window and
+choose "GNU gettext" from the \b 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.
+
+ \image html fluid-gettext.png "Figure 9-11: Internationalization using GNU gettext"
+ \image latex fluid-gettext.png "Internationalization using GNU gettext" width=10cm
+
+The \b \#include
+field controls the header file to include for
+I18N; by default this is \b <libintl.h>, the
+standard I18N file for GNU gettext.
+
+The \b Function: field controls the function (or macro) that
+will retrieve the localized message; by default the
+\p gettext function will be called.
+
+\subsection fluid_catgets_i18n Using POSIX catgets for I18N
+
+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
+\p setlocale() to select the appropriate language.
+
+To use POSIX catgets for I18N, open the preferences window
+and choose "POSIX catgets" from the \b 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.
+
+ \image html fluid-catgets.png "Figure 9-12: Internationalization using POSIX catgets"
+ \image latex fluid-catgets.png "Internationalization using POSIX catgets" width=10cm
+
+The \b \#include
+field controls the header file to include for
+I18N; by default this is \b <nl_types.h>, the
+standard I18N file for POSIX catgets.
+
+The \b 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.
+
+The \b Set: field controls the set number in the catalog file.
+The default set is 1 and rarely needs to be changed.
+
+\section fluid_limitations Known limitations
+
+Declaration Blocks can be used to temporarily block out already
+designed code using <tt>\#if 0</tt> and <tt>\#endif</tt>
+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.
+
+
+\htmlonly
+<hr>
+<table summary="navigation bar" width="100%" border="0">
+<tr>
+ <td width="45%" align="LEFT">
+ <a class="el" href="opengl.html">
+ [Prev]
+ Using OpenGL
+ </a>
+ </td>
+ <td width="10%" align="CENTER">
+ <a class="el" href="main.html">[Index]</a>
+ </td>
+ <td width="45%" align="RIGHT">
+ <a class="el" href="advanced.html">
+ Advanced FLTK
+ [Next]
+ </a>
+ </td>
+</tr>
+</table>
+\endhtmlonly
+
+*/
diff --git a/branch-3.0-2011/documentation/src/fluid.man b/branch-3.0-2011/documentation/src/fluid.man
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+.TH fluid 1 "Fast Light Tool Kit" "6 January 2002"
+.SH NAME
+fluid \- the fast light user-interface designer
+.sp
+.SH SYNOPSIS
+fluid [ \-c [ \-o
+.I code-filename
+\-h
+.I header-filename
+] ] [
+.I filename.fl
+]
+.fi
+.SH DESCRIPTION
+\fIfluid\fR is an interactive GUI designer for FLTK. When run
+with no arguments or with a filename, \fIfluid\fR will display
+the GUI hierarchy and any windows defined in the file.
+Functions, classes, windows, and GUI components can be
+manipulated as needed.
+.LP
+When used with the \fI\-c\fR option, \fIfluid\fR will create the
+necessary C++ header and code files in the current directory.
+You can override the default extensions, filenames, and
+directories using the \fI\-o\fR and \fI\-h\fR options.
+.SH SEE ALSO
+fltk\-config(1), fltk(3)
+.br
+FLTK Programming Manual, Chapter 9
+.br
+FLTK Web Site, http://www.fltk.org/
+.SH AUTHORS
+Bill Spitzak and others.
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diff --git a/branch-3.0-2011/documentation/src/forms.dox b/branch-3.0-2011/documentation/src/forms.dox
new file mode 100644
index 000000000..ef135981f
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+++ b/branch-3.0-2011/documentation/src/forms.dox
@@ -0,0 +1,273 @@
+/**
+ <!-- Warning: \p .fd does not work but <tt>.fd</tt> does -->
+
+ \page forms Forms Compatibility
+
+This appendix describes the Forms compatibility included with FLTK.
+
+<center>
+<table border="1" width="90%" bgcolor="#cccccc">
+<tr>
+<th align="center">
+Warning: The Forms compatility is deprecated and no longer maintained in FLTK1,
+and is likely to be removed completely after the next official release.
+</th>
+</tr>
+</table>
+</center>
+
+\section forms_importing Importing Forms Layout Files
+
+\ref fluid "FLUID"
+can read the <tt>.fd</tt> 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.
+
+You will need to edit your main code considerably to get it to link
+with the output from FLUID. If you are not interested in this you may
+have more immediate luck with the forms compatibility header, <FL/forms.H>.
+
+\section forms_using Using the Compatibility Header File
+
+You should be able to compile existing Forms or XForms source code by
+changing the include directory switch to your compiler so that the
+\c forms.h file supplied with FLTK is included.
+The \c forms.h file simply pulls in <FL/forms.H> so you don't need to
+change your source code.
+Take a look at <FL/forms.H> to see how it works, but the basic trick
+is lots of inline functions. Most of the XForms demo programs work
+without changes.
+
+You will also have to compile your Forms or XForms program using a
+C++ compiler. The FLTK library does not provide C bindings or header
+files.
+
+Although FLTK was designed to be compatible with the GL Forms
+library (version 0.3 or so), XForms has bloated severely and it's
+interface is X-specific. Therefore, XForms compatibility is no longer
+a goal of FLTK. Compatibility was limited to things that were free, or
+that would add code that would not be linked in if the feature is
+unused, or that was not X-specific.
+
+To use any new features of FLTK, you should rewrite your code to not
+use the inline functions and instead use "pure" FLTK. This will make
+it a lot cleaner and make it easier to figure out how to call the FLTK
+functions. Unfortunately this conversion is harder than expected and
+even Digital Domain's inhouse code still uses <tt>forms.H</tt> a lot.
+
+\section forms_problems Problems You Will Encounter
+
+Many parts of XForms use X-specific structures like \c XEvent
+in their interface. I did not emulate these! Unfortunately these
+features (such as the "canvas" widget) are needed by most large
+programs. You will need to rewrite these to use FLTK subclasses.
+
+Fl_Free widgets emulate the \e old Forms "free" widget.
+It may be useful for porting programs that change the \c handle()
+function on widgets, but you will still need to rewrite things.
+
+Fl_Timer widgets are
+provided to emulate the XForms timer. These work, but are quite
+inefficient and inaccurate compared to using Fl::add_timeout().
+
+<I>All instance variables are hidden.</I> If you directly refer to
+the \p x, \p y, \p w, \p h, \p 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 <tt>"->x"</tt>
+with <tt>"->x()"</tt>, etc.
+Replace <tt>"boxtype"</tt> with <tt>"box()"</tt>.
+
+<tt>const char *</tt> arguments to most FLTK methods are simply
+stored, while Forms would \c strdup() the passed string. This is
+most noticable with the label of widgets. Your program must always
+pass static data such as a string constant or malloc'd buffer to
+\c label(). If you are using labels to display program output you
+may want to try the Fl_Output widget.
+
+The default fonts and sizes are matched to the older GL version of
+Forms, so all labels will draw somewhat larger than an XForms program
+does.
+
+fdesign outputs a setting of a "fdui" instance variable to the main
+window. I did not emulate this because I wanted all instance variables
+to be hidden. You can store the same information in the \c user_data()
+field of a window. To do this, search through the fdesign output for all
+occurances of <tt>"->fdui"</tt> and edit to use <tt>"->user_data()"</tt>
+instead. This will require casts and is not trivial.
+
+The prototype for the functions passed to \c fl_add_timeout()
+and \c fl_set_idle_callback() callback are different.
+
+<B>All the following XForms calls are missing:</B>
+
+\li \c FL_REVISION, \c fl_library_version()
+\li \c FL_RETURN_DBLCLICK (use Fl::event_clicks())
+\li \c fl_add_signal_callback()
+\li \c fl_set_form_atactivate() \c fl_set_form_atdeactivate()
+\li \c fl_set_form_property()
+\li \c fl_set_app_mainform(), \c fl_get_app_mainform()
+\li \c fl_set_form_minsize(), \c fl_set_form_maxsize()
+\li \c fl_set_form_event_cmask(), \c fl_get_form_event_cmask()
+\li \c fl_set_form_dblbuffer(), \c fl_set_object_dblbuffer()
+ (use an Fl_Double_Window instead)
+\li \c fl_adjust_form_size()
+\li \c fl_register_raw_callback()
+\li \c fl_set_object_bw(), \c fl_set_border_width()
+\li \c fl_set_object_resize(), \c fl_set_object_gravity()
+\li \c fl_set_object_shortcutkey()
+\li \c fl_set_object_automatic()
+\li \c fl_get_object_bbox() (maybe FLTK should do this)
+\li \c fl_set_object_prehandler(), \c fl_set_object_posthandler()
+\li \c fl_enumerate_fonts()
+\li Most drawing functions
+\li \c fl_set_coordunit() (FLTK uses pixels all the time)
+\li \c fl_ringbell()
+\li \c fl_gettime()
+\li \c fl_win*() (all these functions)
+\li \c fl_initialize(argc,argv,x,y,z) ignores last 3 arguments
+\li \c fl_read_bitmapfile(), \c fl_read_pixmapfile()
+\li \c fl_addto_browser_chars()
+\li \c FL_MENU_BUTTON just draws normally
+\li \c fl_set_bitmapbutton_file(), \c fl_set_pixmapbutton_file()
+\li \c FL_CANVAS objects
+\li \c FL_DIGITAL_CLOCK (comes out analog)
+\li \c fl_create_bitmap_cursor(), \c fl_set_cursor_color()
+\li \c fl_set_dial_angles()
+\li \c fl_show_oneliner()
+\li \c fl_set_choice_shortcut(a,b,c)
+\li command log
+\li Only some of file selector is emulated
+\li \c FL_DATE_INPUT
+\li \c fl_pup*() (all these functions)
+\li textbox object (should be easy but I had no sample programs)
+\li xyplot object
+
+\section forms_notes Additional Notes
+
+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:
+
+\par Does Not Run In Background
+
+The IRISGL library always forked when you created the first window,
+unless "foreground()" was called. FLTK acts like "foreground()" is
+called all the time. If you really want the fork behavior do "if
+(fork()) exit(0)" right at the start of your program.
+
+\par You Cannot Use IRISGL Windows or fl_queue
+
+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.
+
+None of this works with FLTK. Nor will it compile, the necessary
+calls are not in the interface.
+
+You have to make a subclass of Fl_Gl_Window and write a \c draw() method
+and \c handle() method. This may require anywhere from a trivial to a
+major rewrite.
+
+If you draw into the overlay planes you will have to also write a
+\c draw_overlay() method and call \c redraw_overlay() on the
+OpenGL window.
+
+One easy way to hack your program so it works is to make the \c draw()
+and \c handle() methods on your window set some static variables, storing
+what event happened. Then in the main loop of your program, call
+Fl::wait() and then check these variables, acting on them as though
+they are events read from \c fl_queue.
+
+\par You Must Use OpenGL to Draw Everything
+
+The file <FL/gl.h> defines replacements for a lot of IRISGL
+calls, translating them to OpenGL. There are much better translators
+available that you might want to investigate.
+
+\par You Cannot Make Forms Subclasses
+
+Programs that call \c fl_make_object or directly setting the
+handle routine will not compile. You have to rewrite them to use a
+subclass of Fl_Widget. It is important to note that the \c handle()
+method is not exactly the same as the \c handle() function of Forms.
+Where a Forms \c handle() returned non-zero, your \c handle() must
+call \c do_callback(). And your \c handle() must return non-zero
+if it "understood" the event.
+
+An attempt has been made to emulate the "free" widget. This appears
+to work quite well. It may be quicker to modify your subclass into a
+"free" widget, since the "handle" functions match.
+
+If your subclass draws into the overlay you are in trouble and will
+have to rewrite things a lot.
+
+\par You Cannot Use <device.h>
+
+If you have written your own "free" widgets you will probably get a
+lot of errors about "getvaluator". 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 \c getvaluator and you are on your own...
+
+\par Font Numbers Are Different
+
+The "style" 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:
+
+\code
+fl_font_name(3,"*courier-medium-r-no*");
+fl_font_name(4,"*courier-bold-r-no*");
+fl_font_name(5,"*courier-medium-o-no*");
+fl_font_name(6,"*times-medium-r-no*");
+fl_font_name(7,"*times-bold-r-no*");
+fl_font_name(8,"*times-medium-i-no*");
+fl_font_name(9,"*bookman-light-r-no*");
+fl_font_name(10,"*bookman-demi-r-no*");
+fl_font_name(11,"*bookman-light-i-no*");
+\endcode
+
+
+\htmlonly
+<hr>
+<table summary="navigation bar" width="100%" border="0">
+<tr>
+ <td width="45%" align="LEFT">
+ <a class="el" href="glut.html">
+ [Prev]
+ GLUT Compatibility
+ </a>
+ </td>
+ <td width="10%" align="CENTER">
+ <a class="el" href="main.html">[Index]</a>
+ </td>
+ <td width="45%" align="RIGHT">
+ <a class="el" href="osissues.html">
+ Operating System Issues
+ [Next]
+ </a>
+ </td>
+</tr>
+</table>
+\endhtmlonly
+
+*/
diff --git a/branch-3.0-2011/documentation/src/glut.dox b/branch-3.0-2011/documentation/src/glut.dox
new file mode 100644
index 000000000..30e8c9fca
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+/**
+
+ \page glut GLUT Compatibility
+
+This appendix describes the GLUT compatibility header file supplied with
+FLTK. FLTK's GLUT compatibility is based on the original GLUT 3.7 and
+the follow-on FreeGLUT 2.4.0 libraries.
+
+\section glut_using Using the GLUT Compatibility Header File
+
+You should be able to compile existing GLUT source code by including
+\c <FL/glut.H> instead of \c <GL/glut.h>. This can be
+done by editing the source, by changing the \c -I switches to
+the compiler, or by providing a symbolic link from \c GL/glut.h
+to \c FL/glut.H.
+
+<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.
+
+You must link with the FLTK library. Most of \c FL/glut.H
+is inline functions. You should take a look at it (and maybe at
+\c test/glpuzzle.cxx in the FLTK source) if you are having trouble
+porting your GLUT program.
+
+This has been tested with most of the demo programs that come with
+the GLUT and FreeGLUT distributions.
+
+\section glut_known_problems Known Problems
+
+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:
+
+\li \p glutGet(GLUT_ELAPSED_TIME)
+\li \p glutGet(GLUT_SCREEN_HEIGHT_MM)
+\li \p glutGet(GLUT_SCREEN_WIDTH_MM)
+\li \p glutGet(GLUT_WINDOW_NUM_CHILDREN)
+\li \p glutInitDisplayMode(GLUT_LUMINANCE)
+\li \p glutLayerGet(GLUT_HAS_OVERLAY)
+\li \p glutLayerGet(GLUT_LAYER_IN_USE)
+\li \p glutPushWindow()
+\li \p glutSetColor(), \p glutGetColor(), \p glutCopyColormap()
+\li \p glutVideoResize() missing.
+\li \p glutWarpPointer()
+\li \p glutWindowStatusFunc()
+\li Spaceball, buttonbox, dials, and tablet functions
+
+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
+GLUT_DOWN and GLUT_UP, mouse buttons
+GLUT_LEFT_BUTTON, GLUT_MIDDLE_BUTTON, GLUT_RIGHT_BUTTON, and
+GLUT_KEY_F1 thru GLUT_KEY_F12.
+
+The strings passed as menu labels are not copied.
+
+\p glutPostRedisplay() does not work if called from inside a
+display function. You must use \p glutIdleFunc() if you want
+your display to update continuously.
+
+\p glutSwapBuffers() does not work from inside a display
+function. This is on purpose, because FLTK swaps the buffers for you.
+
+\p glutUseLayer() does not work well, and should only be used
+to initialize transformations inside a resize callback. You should
+redraw overlays by using \p glutOverlayDisplayFunc().
+
+Overlays are cleared before the overlay display function is called.
+\p glutLayerGet(GLUT_OVERLAY_DAMAGED) always returns true for
+compatibility with some GLUT overlay programs. You must rewrite your
+code so that \p gl_color() is used to choose colors in an
+overlay, or you will get random overlay colors.
+
+\p glutSetCursor(GLUT_CURSOR_FULL_CROSSHAIR) just results in a
+small crosshair.
+
+The fonts used by \p glutBitmapCharacter() and \p glutBitmapWidth()
+may be different.
+
+\p glutInit(argc,argv) will consume different switches than
+GLUT does. It accepts the switches recognized by
+Fl::args(),
+and will accept any abbreviation of these
+switches (such as "-di" for "-display").
+
+\section glut_mixing Mixing GLUT and FLTK Code
+
+You can make your GLUT window a child of a Fl_Window with the
+following scheme. The biggest trick is that GLUT insists on
+a call to \p show() the window at the point it is created, which means the
+Fl_Window parent window must already be shown.
+
+\li Don't call \p glutInit().
+\li Create your Fl_Window, and any FLTK widgets. Leave a
+ blank area in the window for your GLUT window.
+\li \p show() the Fl_Window. Perhaps call \p show(argc,argv).
+\li Call <tt>window->begin()</tt> so that the GLUT window will be
+ automatically added to it.
+\li Use \p glutInitWindowSize() and \p glutInitWindowPosition()
+ to set the location in the parent window to put the GLUT window.
+\li Put your GLUT code next. It probably does not need many changes.
+ Call <tt>window->end()</tt> immediately after the
+ \p glutCreateWindow()!
+\li You can call either \p glutMainLoop(), Fl::run(),
+ or loop calling Fl::wait() to run the program.
+
+
+\section glut_Fl_Glut_Window class Fl_Glut_Window
+
+\subsection glut_class_hierarchy Class Hierarchy
+
+\code
+Fl_Gl_Window
+ |
+ +----Fl_Glut_Window
+\endcode
+
+\subsection glut_include_files Include Files
+
+\code
+#include <FL/glut.H>
+\endcode
+
+\subsection glut_description Description
+
+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.
+
+The current GLUT window is available in the global variable
+\p glut_window.
+
+<tt>new %Fl_Glut_Window(...)</tt> is the same as
+\p glutCreateWindow() except it does not \p show() the window
+or make the window current.
+
+<tt>window->make_current()</tt> is the same as \p glutSetWindow(number).
+If the window has not had \p show() called on it yet, some functions
+that assumme an OpenGL context will not work.
+If you do \p show() the window, call \p make_current()
+again to set the context.
+
+<tt>~Fl_Glut_Window()</tt> is the same as \p glutDestroyWindow().
+
+\subsection glut_members Members
+
+The Fl_Glut_Window 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>
+
+\subsection glut_methods Methods
+
+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)
+
+\par
+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.
+
+virtual Fl_Glut_Window::~Fl_Glut_Window()
+
+\par
+Destroys the GLUT window.
+
+void Fl_Glut_Window::make_current()
+
+\par
+Switches all drawing functions to the GLUT window.
+
+
+\htmlonly
+<hr>
+<table summary="navigation bar" width="100%" border="0">
+<tr>
+ <td width="45%" align="LEFT">
+ <a class="el" href="enumerations.html">
+ [Prev]
+ FLTK Enumerations
+ </a>
+ </td>
+ <td width="10%" align="CENTER">
+ <a class="el" href="main.html">[Index]</a>
+ </td>
+ <td width="45%" align="RIGHT">
+ <a class="el" href="forms.html">
+ Forms Compatibility
+ [Next]
+ </a>
+ </td>
+</tr>
+</table>
+\endhtmlonly
+
+*/
diff --git a/branch-3.0-2011/documentation/src/hello.C.png b/branch-3.0-2011/documentation/src/hello.C.png
new file mode 100644
index 000000000..43604e3e6
--- /dev/null
+++ b/branch-3.0-2011/documentation/src/hello.C.png
Binary files differ
diff --git a/branch-3.0-2011/documentation/src/html_footer b/branch-3.0-2011/documentation/src/html_footer
new file mode 100644
index 000000000..ebcf443a0
--- /dev/null
+++ b/branch-3.0-2011/documentation/src/html_footer
@@ -0,0 +1,9 @@
+<hr>
+<address><small>
+<!-- $datetime. -->
+<a href="http://www.fltk.org"><img src="tiny.png" align="bottom" alt="FLTK"></a>
+&copy; 1998-2010 by Bill Spitzak and others.&nbsp;&nbsp;&nbsp;
+Permission is granted to reproduce this manual or any portion for
+any purpose, provided this copyright and permission notice are preserved.
+</small></address>
+</body></html>
diff --git a/branch-3.0-2011/documentation/src/html_stylesheet.css b/branch-3.0-2011/documentation/src/html_stylesheet.css
new file mode 100644
index 000000000..4fcaeb57e
--- /dev/null
+++ b/branch-3.0-2011/documentation/src/html_stylesheet.css
@@ -0,0 +1,447 @@
+body, table, div, p, dl {
+ font-family: Lucida Grande, Verdana, Geneva, Arial, sans-serif;
+ font-size: 12px;
+}
+
+/* @group Heading Levels */
+
+h1 {
+ text-align: center;
+ font-size: 150%;
+}
+
+h2 {
+ font-size: 130%;
+}
+
+h3 {
+ font-size: 120%;
+}
+
+/* @end */
+
+caption {
+ font-weight: bold;
+}
+
+div.qindex, div.navtab{
+ background-color: #e8eef2;
+ border: 1px solid #84b0c7;
+ text-align: center;
+ margin: 2px;
+ padding: 2px;
+}
+
+div.qindex, div.navpath {
+ width: 100%;
+ line-height: 140%;
+}
+
+div.navtab {
+ margin-right: 15px;
+}
+
+/* @group Link Styling */
+
+a {
+ color: #153788;
+ font-weight: normal;
+ text-decoration: none;
+}
+
+.contents a:visited {
+ color: #1b77c5;
+}
+
+a:hover {
+ text-decoration: underline;
+}
+
+a.qindex {
+ font-weight: bold;
+}
+
+a.qindexHL {
+ font-weight: bold;
+ background-color: #6666cc;
+ color: #ffffff;
+ border: 1px double #9295C2;
+}
+
+.contents a.qindexHL:visited {
+ color: #ffffff;
+}
+
+a.el {
+ font-weight: bold;
+}
+
+a.elRef {
+}
+
+a.code {
+}
+
+a.codeRef {
+}
+
+/* @end */
+
+dl.el {
+ margin-left: -1cm;
+}
+
+.fragment {
+ font-family: monospace, fixed;
+ font-size: 105%;
+}
+
+pre.fragment {
+ border: 1px solid #CCCCCC;
+ background-color: #f5f5f5;
+ padding: 4px 6px;
+ margin: 4px 8px 4px 2px;
+}
+
+div.ah {
+ background-color: black;
+ font-weight: bold;
+ color: #ffffff;
+ margin-bottom: 3px;
+ margin-top: 3px
+}
+
+div.groupHeader {
+ margin-left: 16px;
+ margin-top: 12px;
+ margin-bottom: 6px;
+ font-weight: bold;
+}
+
+div.groupText {
+ margin-left: 16px;
+ font-style: italic;
+}
+
+body {
+ background: white;
+ color: black;
+ margin-right: 20px;
+ margin-left: 20px;
+}
+
+td.indexkey {
+ background-color: #e8eef2;
+ font-weight: bold;
+ border: 1px solid #CCCCCC;
+ margin: 2px 0px 2px 0;
+ padding: 2px 10px;
+}
+
+td.indexvalue {
+ background-color: #e8eef2;
+ border: 1px solid #CCCCCC;
+ padding: 2px 10px;
+ margin: 2px 0px;
+}
+
+tr.memlist {
+ background-color: #f0f0f0;
+}
+
+p.formulaDsp {
+ text-align: center;
+}
+
+img.formulaDsp {
+
+}
+
+img.formulaInl {
+ vertical-align: middle;
+}
+
+/* @group Code Colorization */
+
+span.keyword {
+ color: #008000
+}
+
+span.keywordtype {
+ color: #604020
+}
+
+span.keywordflow {
+ color: #e08000
+}
+
+span.comment {
+ color: #800000
+}
+
+span.preprocessor {
+ color: #806020
+}
+
+span.stringliteral {
+ color: #002080
+}
+
+span.charliteral {
+ color: #008080
+}
+
+span.vhdldigit {
+ color: #ff00ff
+}
+
+span.vhdlchar {
+ color: #000000
+}
+
+span.vhdlkeyword {
+ color: #700070
+}
+
+span.vhdllogic {
+ color: #ff0000
+}
+
+/* @end */
+
+.search {
+ color: #003399;
+ font-weight: bold;
+}
+
+form.search {
+ margin-bottom: 0px;
+ margin-top: 0px;
+}
+
+input.search {
+ font-size: 75%;
+ color: #000080;
+ font-weight: normal;
+ background-color: #e8eef2;
+}
+
+td.tiny {
+ font-size: 75%;
+}
+
+.dirtab {
+ padding: 4px;
+ border-collapse: collapse;
+ border: 1px solid #84b0c7;
+}
+
+th.dirtab {
+ background: #e8eef2;
+ font-weight: bold;
+}
+
+hr {
+ height: 0;
+ border: none;
+ border-top: 1px solid #666;
+}
+
+/* @group Member Descriptions */
+
+.mdescLeft, .mdescRight,
+.memItemLeft, .memItemRight,
+.memTemplItemLeft, .memTemplItemRight, .memTemplParams {
+ background-color: #FAFAFA;
+ border: none;
+ margin: 4px;
+ padding: 1px 0 0 8px;
+}
+
+.mdescLeft, .mdescRight {
+ padding: 0px 8px 4px 8px;
+ color: #555;
+}
+
+.memItemLeft, .memItemRight, .memTemplParams {
+ border-top: 1px solid #ccc;
+}
+
+.memTemplParams {
+ color: #606060;
+}
+
+/* @end */
+
+/* @group Member Details */
+
+/* Styles for detailed member documentation */
+
+.memtemplate {
+ font-size: 80%;
+ color: #606060;
+ font-weight: normal;
+ margin-left: 3px;
+}
+
+.memnav {
+ background-color: #e8eef2;
+ border: 1px solid #84b0c7;
+ text-align: center;
+ margin: 2px;
+ margin-right: 15px;
+ padding: 2px;
+}
+
+.memitem {
+ padding: 0;
+}
+
+.memname {
+ white-space: nowrap;
+ font-weight: bold;
+}
+
+.memproto, .memdoc {
+ border: 1px solid #84b0c7;
+}
+
+.memproto {
+ padding: 0;
+ background-color: #d5e1e8;
+ font-weight: bold;
+ -webkit-border-top-left-radius: 8px;
+ -webkit-border-top-right-radius: 8px;
+ -moz-border-radius-topleft: 8px;
+ -moz-border-radius-topright: 8px;
+}
+
+.memdoc {
+ padding: 2px 5px;
+ background-color: #eef3f5;
+ border-top-width: 0;
+ -webkit-border-bottom-left-radius: 8px;
+ -webkit-border-bottom-right-radius: 8px;
+ -moz-border-radius-bottomleft: 8px;
+ -moz-border-radius-bottomright: 8px;
+}
+
+.paramkey {
+ text-align: right;
+}
+
+.paramtype {
+ white-space: nowrap;
+}
+
+.paramname {
+ color: #602020;
+ white-space: nowrap;
+}
+.paramname em {
+ font-style: normal;
+}
+
+/* @end */
+
+/* @group Directory (tree) */
+
+/* for the tree view */
+
+.ftvtree {
+ font-family: sans-serif;
+ margin: 0.5em;
+}
+
+/* these are for tree view when used as main index */
+
+.directory {
+ font-size: 9pt;
+ font-weight: bold;
+}
+
+.directory h3 {
+ margin: 0px;
+ margin-top: 1em;
+ font-size: 11pt;
+}
+
+/*
+The following two styles can be used to replace the root node title
+with an image of your choice. Simply uncomment the next two styles,
+specify the name of your image and be sure to set 'height' to the
+proper pixel height of your image.
+*/
+
+/*
+.directory h3.swap {
+ height: 61px;
+ background-repeat: no-repeat;
+ background-image: url("yourimage.gif");
+}
+.directory h3.swap span {
+ display: none;
+}
+*/
+
+.directory > h3 {
+ margin-top: 0;
+}
+
+.directory p {
+ margin: 0px;
+ white-space: nowrap;
+}
+
+.directory div {
+ display: none;
+ margin: 0px;
+}
+
+.directory img {
+ vertical-align: -30%;
+}
+
+/* these are for tree view when not used as main index */
+
+.directory-alt {
+ font-size: 100%;
+ font-weight: bold;
+}
+
+.directory-alt h3 {
+ margin: 0px;
+ margin-top: 1em;
+ font-size: 11pt;
+}
+
+.directory-alt > h3 {
+ margin-top: 0;
+}
+
+.directory-alt p {
+ margin: 0px;
+ white-space: nowrap;
+}
+
+.directory-alt div {
+ display: none;
+ margin: 0px;
+}
+
+.directory-alt img {
+ vertical-align: -30%;
+}
+
+/* @end */
+
+address {
+ font-style: normal;
+ color: #333;
+}
+
+code {
+ text-decoration: none;
+ font-size: 110%
+}
+
diff --git a/branch-3.0-2011/documentation/src/index.dox b/branch-3.0-2011/documentation/src/index.dox
new file mode 100644
index 000000000..97ed150be
--- /dev/null
+++ b/branch-3.0-2011/documentation/src/index.dox
@@ -0,0 +1,118 @@
+/**
+
+\mainpage FLTK Programming Manual
+<TABLE BGCOLOR="#9f9f9f" CELLPADDING="8" CELLSPACING="0" SUMMARY="TITLE BAR" WIDTH="100%" BORDER="0">
+<TR>
+ <TD><CENTER>
+ \image html FL200.png
+ \image latex FL200.png "" width=5cm
+ </CENTER></TD>
+ <TD><CENTER>
+ <B>FLTK 1.3.0 Programming Manual</B>
+
+ Revision 9 by F.&nbsp;Costantini, D.&nbsp;Gibson, M.&nbsp;Melcher,
+ A.&nbsp;Schlosser, B.&nbsp;Spitzak and M.&nbsp;Sweet.
+
+ Copyright 1998-2010 by Bill Spitzak and others.
+ </CENTER></TD>
+</TR>
+</TABLE>
+<TABLE BGCOLOR="#9f9f9f" CELLPADDING="8" CELLSPACING="0" SUMMARY="TITLE BAR" WIDTH="100%" BORDER="0">
+<TR>
+ <TD>
+ This software and manual are provided under the terms of the GNU
+ Library General Public License. Permission is granted to reproduce
+ this manual or any portion for any purpose, provided this copyright
+ and permission notice are preserved.
+ </TD>
+</TR>
+</TABLE>
+<TABLE BGCOLOR="#9f9fef" CELLPADDING="8" CELLSPACING="0" SUMMARY="Table of Contents" WIDTH="100%" BORDER="0">
+<TR>
+ <TD ALIGN="LEFT" VALIGN="TOP">
+
+ \subpage preface
+
+ \subpage intro
+
+ \subpage basics
+
+ \subpage common
+ - \ref common_colors
+ - \ref common_boxtypes
+ - \ref common_labels
+ - \ref drawing_images
+
+ \subpage editor
+
+ \subpage drawing
+
+ \subpage events
+ - \ref events_event_xxx
+ - \ref events_propagation
+
+ \subpage subclassing
+
+ \subpage opengl
+
+ \subpage fluid
+ - \ref fluid_widget_attributes
+ - \ref fluid_selecting_moving
+ - \ref fluid_images
+
+ </TD>
+ <TD ALIGN="LEFT" VALIGN="TOP">
+
+ \subpage advanced
+
+ \subpage unicode
+
+ &nbsp;
+
+ <b>Appendices:</b>
+
+ - \subpage enumerations
+
+ - \subpage glut
+ - \ref glut_Fl_Glut_Window
+ <!-- - Fl_Glut_Window (not yet commented ?) -->
+
+ - \subpage forms
+
+ - \subpage osissues
+
+ - \subpage migration_1_1
+
+ - \subpage migration_1_3
+
+ - \subpage development
+
+ - \subpage license
+
+ - \subpage examples
+
+ </TD>
+</TR>
+</TABLE>
+
+
+\htmlonly
+<hr>
+<table summary="navigation bar" width="100%" border="0">
+<tr>
+ <td width="45%" align="LEFT">
+ &nbsp;
+ </td>
+ <td width="10%" align="CENTER">
+ <a class="el" href="main.html">[Index]</a>
+ </td>
+ <td width="45%" align="RIGHT">
+ <a class="el" href="preface.html">
+ Preface
+ [Next]</a>
+ </td>
+</tr>
+</table>
+\endhtmlonly
+
+*/
diff --git a/branch-3.0-2011/documentation/src/input_choice.jpg b/branch-3.0-2011/documentation/src/input_choice.jpg
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index 000000000..7f7b93f85
--- /dev/null
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diff --git a/branch-3.0-2011/documentation/src/intro.dox b/branch-3.0-2011/documentation/src/intro.dox
new file mode 100644
index 000000000..26abb298c
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+++ b/branch-3.0-2011/documentation/src/intro.dox
@@ -0,0 +1,348 @@
+/**
+
+ \page intro Introduction to FLTK
+
+The Fast Light Tool Kit ("FLTK", pronounced
+"fulltick") is a cross-platform C++ GUI toolkit for
+UNIX&reg;/Linux&reg; (X11), Microsoft&reg; Windows&reg;, and
+Apple&reg; OS X&reg;. 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.
+
+\section intro_history History of FLTK
+
+It has always been Bill's belief that the GUI API of all
+modern systems is much too high level. Toolkits (even FLTK) are
+\e not what should be provided and documented as part of an
+operating system. The system only has to provide arbitrary
+shaped but featureless windows, a powerful set of graphics
+drawing calls, and a simple \e unalterable method of
+delivering events to the owners of the windows. NeXT (if you
+ignored NextStep) provided this, but they chose to hide it and
+tried to push their own baroque toolkit instead.
+
+Many of the ideas in FLTK were developed on a NeXT (but
+\e not using NextStep) in 1987 in a C toolkit Bill called
+"views". Here he came up with passing events downward
+in the tree and having the handle routine return a value
+indicating whether it used the event, and the table-driven menus. In
+general he was trying to prove that complex UI ideas could be
+entirely implemented in a user space toolkit, with no knowledge
+or support by the system.
+
+After going to film school for a few years, Bill worked at
+Sun Microsystems on the (doomed) NeWS project. Here he found an
+even better and cleaner windowing system, and he reimplemented
+"views" atop that. NeWS did have an unnecessarily
+complex method of delivering events which hurt it. But the
+designers did admit that perhaps the user could write just as
+good of a button as they could, and officially exposed the lower
+level interface.
+
+With the death of NeWS Bill realized that he would have to
+live with X. The biggest problem with X is the "window
+manager", which means that the toolkit can no longer
+control the window borders or drag the window around.
+
+At Digital Domain Bill discovered another toolkit,
+"Forms". Forms was similar to his work, but provided
+many more widgets, since it was used in many real applications,
+rather than as theoretical work. He decided to use Forms, except
+he integrated his table-driven menus into it. Several very large
+programs were created using this version of Forms.
+
+The need to switch to OpenGL and GLX, portability, and a
+desire to use C++ subclassing required a rewrite of Forms.
+This produced the first version of FLTK. The conversion to C++
+required so many changes it made it impossible to recompile any
+Forms objects. Since it was incompatible anyway, Bill decided
+to incorporate his older ideas as much as possible by
+simplifying the lower level interface and the event passing
+mechanism.
+
+Bill received permission to release it for free on the
+Internet, with the GNU general public license. Response from
+Internet users indicated that the Linux market dwarfed the SGI
+and high-speed GL market, so he rewrote it to use X for all
+drawing, greatly speeding it up on these machines. That is the
+version you have now.
+
+Digital Domain has since withdrawn support for FLTK. While
+Bill is no longer able to actively develop it, he still
+contributes to FLTK in his free time and is a part of the FLTK
+development team.
+
+\section intro_features Features
+
+FLTK was designed to be statically linked. This was done by
+splitting it into many small objects and designing it so that
+functions that are not used do not have pointers to them in the
+parts that are used, and thus do not get linked in. This allows
+you to make an easy-to-install program or to modify FLTK to
+the exact requirements of your application without worrying
+about bloat. FLTK works fine as a shared library, though, and
+is now included with several Linux distributions.
+
+Here are some of the core features unique to FLTK:
+
+\li sizeof(Fl_Widget) == 64 to 92.
+
+\li The "core" (the "hello" program compiled & linked with a static FLTK
+ library using gcc on a 486 and then stripped) is 114K.
+
+\li The FLUID program (which includes every widget) is 538k.
+
+\li Written directly atop core libraries (Xlib, WIN32 or Cocoa) for
+ maximum speed, and carefully optimized for code size and performance.
+
+\li Precise low-level compatibility between the X11, WIN32 and MacOS
+ versions - only about 10% of the code is different.
+
+\li Interactive user interface builder program. Output is human-readable
+ and editable C++ source code.
+
+\li Support for overlay hardware, with emulation if none is available.
+
+\li Very small & fast portable 2-D drawing library to hide Xlib, WIN32,
+ or QuickDraw.
+
+\li OpenGL/Mesa drawing area widget.
+
+\li Support for OpenGL overlay hardware on both X11 and WIN32, with
+ emulation if none is available.
+
+\li Text widgets with cut & paste, undo, and support
+ for Unicode text and international input methods.
+
+\li Compatibility header file for the GLUT library.
+
+\li Compatibility header file for the XForms library.
+
+\section intro_licensing Licensing
+
+FLTK comes with complete free source code.
+FLTK is available under the terms of the
+\ref license "GNU Library General Public License"
+with exceptions that allow for static linking.
+Contrary to popular belief, it can be used in
+commercial software - even Bill Gates could use it!
+
+\section intro_what What Does "FLTK" Mean?
+
+FLTK was originally designed to be compatible with the Forms
+Library written for SGI machines. In that library all the
+functions and structures started with "fl_". This
+naming was extended to all new methods and widgets in the C++
+library, and this prefix was taken as the name of the library.
+It is almost impossible to search for "FL" on the
+Internet, due to the fact that it is also the abbreviation for
+Florida. After much debating and searching for a new name for
+the toolkit, which was already in use by several people, Bill
+came up with "FLTK", including a bogus excuse that it
+stands for "The Fast Light Toolkit".
+
+\section intro_unix Building and Installing FLTK Under UNIX and Apple OS X
+
+In most cases you can just type "make". This will
+run configure with the default of no options and then compile
+everything.
+
+For OS X, Xcode 3 project files can be found in the 'ide' directory.
+
+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 \p CFLAGS,
+\p CXXFLAGS, and \p LDFLAGS environment variables.
+For the Bourne and Korn shells you'd use:
+
+\code
+CFLAGS=-Iincludedir; export CFLAGS
+CXXFLAGS=-Iincludedir; export CXXFLAGS
+LDFLAGS=-Llibdir; export LDFLAGS
+\endcode
+
+For C shell and tcsh, use:
+
+\code
+setenv CFLAGS "-Iincludedir"
+setenv CXXFLAGS "-Iincludedir"
+setenv LDFLAGS "-Llibdir"
+\endcode
+
+By default configure will look for a C++ compiler named
+\p CC, \p c++, \p g++, or \p gcc in that
+order. To use another compiler you need to set the \p CXX
+environment variable:
+
+\code
+CXX=xlC; export CXX
+setenv CXX "xlC"
+\endcode
+
+The \p CC environment variable can also be used to
+override the default C compiler (\p cc or \p gcc),
+which is used for a few FLTK source files.
+
+You can run configure yourself to get the exact setup you need.
+Type "./configure <options>", where options are:
+
+\par --enable-cygwin
+Enable the Cygwin libraries under WIN32
+
+\par --enable-debug
+Enable debugging code & symbols
+
+\par --disable-gl
+Disable OpenGL support
+
+\par --enable-shared
+Enable generation of shared libraries
+
+\par --enable-threads
+Enable multithreading support
+
+\par --enable-xdbe
+Enable the X double-buffer extension
+
+\par --enable-xft
+Enable the Xft library for anti-aliased fonts under X11
+
+\par --enable-x11
+When targeting cygwin, build with X11 GUI instead of windows GDI
+
+\par --enable-cp936
+Under X11, enable use of the GB2312 locale
+
+\par --bindir=/path
+Set the location for executables [default = $prefix/bin]
+
+\par --datadir=/path
+Set the location for data files. [default = $prefix/share]
+
+\par --libdir=/path
+Set the location for libraries [default = $prefix/lib]
+
+\par --includedir=/path
+Set the location for include files. [default = $prefix/include]
+
+\par --mandir=/path
+Set the location for man pages. [default = $prefix/man]
+
+\par --prefix=/dir
+Set the directory prefix for files [default = /usr/local]
+
+When the configure script is done you can just run the
+"make" command. This will build the library, FLUID
+tool, and all of the test programs.
+
+To install the library, become root and type "make install".
+This will copy the "fluid" executable to "bindir", the header
+files to "includedir", and the library files to "libdir".
+
+\section intro_windows Building FLTK Under Microsoft Windows
+
+There are three ways to build FLTK under Microsoft Windows.
+The first is to use one of the VisualC project files in the
+"ide" directory. Just open (or double-click on)
+the "fltk.dsw" or "fltk.sln" file to get the whole shebang.
+
+The second method is to use the \p configure script
+included with the FLTK software; this has only been tested with
+the Cygwin tools:
+
+\code
+sh configure --prefix=C:/FLTK
+make
+\endcode
+
+The final method is to use a GNU-based development tool with
+the files in the "makefiles" directory. To build
+using one of these tools simply copy the appropriate
+makeinclude and config files to the main directory and do a
+make:
+
+\code
+copy makefiles\Makefile.<env> Makefile
+make
+\endcode
+
+\subsection intro_visualcpp Using the Visual C++ DLL Library
+
+The "fltkdll.dsp" project file builds a DLL-version
+of the FLTK library. Because of name mangling differences
+between PC compilers (even between different versions of Visual
+C++!) you can only use the DLL that is generated with the same
+version compiler that you built it with.
+
+When compiling an application or DLL that uses the FLTK DLL,
+you will need to define the \p FL_DLL preprocessor symbol
+to get the correct linkage commands embedded within the FLTK
+header files.
+
+\section intro_internet Internet Resources
+
+FLTK is available on the 'net in a bunch of locations:
+
+\par WWW
+http://www.fltk.org/ <br>
+http://www.fltk.org/str.php [for reporting bugs] <br>
+http://www.fltk.org/software.php [source code]<br>
+http://www.fltk.org/newsgroups.php [newsgroup/forums]
+
+\par FTP
+http://ftp.easysw.com/pub/fltk [California, USA, via http]<br>
+ftp://ftp.easysw.com/pub/fltk [California, USA via ftp]<br>
+ftp://ftp2.easysw.com/pub/fltk [Maryland, USA]<br>
+ftp://ftp.funet.fi/pub/mirrors/ftp.easysw.com/pub/fltk [Espoo, Finland]<br>
+
+\par NNTP Newsgroups
+news://news.easysw.com/ [NNTP interface]<br>
+http://fltk.org/newsgroups.php [web interface]<br>
+
+Point your NNTP news reader at news.easysw.com. At minimum, you'll want to subscribe
+to the "fltk.general" group for general FLTK questions and answers.
+
+You can also use the web interface to the newsgroup; just go to the main http://fltk.org/
+page and click on "Forums".
+
+\section intro_reporting Reporting Bugs
+
+To report a bug in FLTK, or for feature requests, please use the form at
+<A href="http://www.fltk.org/str.php">http://www.fltk.org/str.php</A>,
+and click on "Submit Bug or Feature Request".
+
+You'll be prompted for the FLTK version, operating system & version,
+and compiler that you are using. We will be unable to provide
+any kind of help without that basic information.
+
+For general support and questions, please use the fltk.general newsgroup (see above, "NNTP Newsgroups")
+or the web interface to the newsgroups at <A href="http://fltk.org/newsgroups.php">http://fltk.org/newsgroups.php</A>.
+
+\htmlonly
+<hr>
+<table summary="navigation bar" width="100%" border="0">
+<tr>
+ <td width="45%" align="LEFT">
+ <a class="el" href="preface.html">
+ [Prev]
+ Preface
+ </a>
+ </td>
+ <td width="10%" align="CENTER">
+ <a class="el" href="main.html">[Index]</a>
+ </td>
+ <td width="45%" align="RIGHT">
+ <a class="el" href="basics.html">
+ FLTK Basics
+ [Next]
+ </a>
+ </td>
+</tr>
+</table>
+\endhtmlonly
+
+*/
diff --git a/branch-3.0-2011/documentation/src/license.dox b/branch-3.0-2011/documentation/src/license.dox
new file mode 100644
index 000000000..124b9ba17
--- /dev/null
+++ b/branch-3.0-2011/documentation/src/license.dox
@@ -0,0 +1,518 @@
+/**
+
+ \page license Software License
+
+\par December 11, 2001
+
+The FLTK library and included programs are provided under the terms
+of the GNU Library General Public License (LGPL) with the following
+exceptions:
+
+-# 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
+ through the "Software Trouble Report" on the following page:
+ http://www.fltk.org/str.php<BR>
+ <BR>
+-# Widgets that are subclassed from FLTK widgets do not
+ constitute a derivative work.<BR>
+ <BR>
+-# 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>
+-# 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>
+
+<HR>
+
+\par GNU LIBRARY GENERAL PUBLIC LICENSE
+
+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.]
+
+\par Preamble
+
+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.
+
+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.
+
+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.
+
+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
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+
+For example, if you distribute copies of the library, whether gratis
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+
+Our method of protecting your rights has two steps: (1) copyright
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+permission to copy, distribute and/or modify the library.
+
+Also, for each distributor's protection, we want to make certain
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+If you cannot distribute so as to satisfy simultaneously your
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+then as a consequence you may not distribute the Library at all. For
+example, if a patent license would not permit royalty-free
+redistribution of the Library by all those who receive copies directly
+or indirectly through you, then the only way you could satisfy both it
+and this License would be to refrain entirely from distribution of the
+Library.
+
+If any portion of this section is held invalid or unenforceable
+under any particular circumstance, the balance of the section is
+intended to apply, and the section as a whole is intended to apply in
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+
+It is not the purpose of this section to induce you to infringe any
+patents or other property right claims or to contest validity of any
+such claims; this section has the sole purpose of protecting the
+integrity of the free software distribution system which is implemented
+by public license practices. Many people have made generous
+contributions to the wide range of software distributed through that
+system in reliance on consistent application of that system; it is up
+to the author/donor to decide if he or she is willing to distribute
+software through any other system and a licensee cannot impose that
+choice.
+
+This section is intended to make thoroughly clear what is believed
+to be a consequence of the rest of this License.
+
+\b 12. If the distribution and/or use of the Library
+is restricted in certain countries either by patents or by copyrighted
+interfaces, the original copyright holder who places the Library under
+this License may add an explicit geographical distribution limitation
+excluding those countries, so that distribution is permitted only in or
+among countries not thus excluded. In such case, this License
+incorporates the limitation as if written in the body of this License.
+
+\b 13. The Free Software Foundation may publish
+revised and/or new versions of the Library General Public License from
+time to time. Such new versions will be similar in spirit to the
+present version, but may differ in detail to address new problems or
+concerns.
+
+Each version is given a distinguishing version number. If the
+Library specifies a version number of this License which applies to it
+and &quot;any later version&quot;, you have the option of following the terms and
+conditions either of that version or of any later version published by
+the Free Software Foundation. If the Library does not specify a
+license version number, you may choose any version ever published by
+the Free Software Foundation.
+
+\b 14. If you wish to incorporate parts of the Library
+into other free programs whose distribution conditions are incompatible
+with these, write to the author to ask for permission. For software
+which is copyrighted by the Free Software Foundation, write to the Free
+Software Foundation; we sometimes make exceptions for this. Our
+decision will be guided by the two goals of preserving the free status
+of all derivatives of our free software and of promoting the sharing
+and reuse of software generally.
+
+\par NO WARRANTY
+
+\b 15. 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.
+
+\b 16. 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.
+
+\par END OF TERMS AND CONDITIONS
+
+
+\htmlonly
+<hr>
+<table summary="navigation bar" width="100%" border="0">
+<tr>
+ <td width="45%" align="LEFT">
+ <a class="el" href="development.html">
+ [Prev]
+ Developer Information
+ </a>
+ </td>
+ <td width="10%" align="CENTER">
+ <a class="el" href="main.html">[Index]</a>
+ </td>
+ <td width="45%" align="RIGHT">
+ <a class="el" href="examples.html">
+ Example Source Code
+ [Next]
+ </a>
+ </td>
+</tr>
+</table>
+\endhtmlonly
+
+*/
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diff --git a/branch-3.0-2011/documentation/src/migration_1_1.dox b/branch-3.0-2011/documentation/src/migration_1_1.dox
new file mode 100644
index 000000000..dcb767103
--- /dev/null
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@@ -0,0 +1,176 @@
+/**
+
+ \page migration_1_1 Migrating Code from FLTK 1.0 to 1.1
+
+
+This appendix describes the differences between the FLTK
+1.0.x and FLTK 1.1.x functions and classes.
+
+\section migration_1_1_color Color Values
+
+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.
+
+\c FL_BLACK and \c FL_WHITE now remain black and white, even if
+the base color of the gray ramp is changed using Fl::background().
+\c FL_DARK3 and \c FL_LIGHT3 can be used instead to
+draw a very dark or a very bright background hue.
+
+Widgets use the new color symbols \c FL_FORGROUND_COLOR,
+\c FL_BACKGROUND_COLOR, \c FL_BACKGROUND2_COLOR,
+\c FL_INACTIVE_COLOR, and \c FL_SELECTION_COLOR.
+More details can be found in the chapter \ref enumerations.
+
+\section migration_1_1_cutnpaste Cut and Paste Support
+
+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.
+
+\section migration_1_1_file_chooser File Chooser
+
+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 \c FCB class or members will need
+to be ported to the new Fl_File_Chooser class.
+
+\section migration_1_1_functions Function Names
+
+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 \c FLTK_1_0_COMPAT symbol on
+the command-line when you compile (\c -DFLTK_1_0_COMPAT) or in
+your source, e.g.:
+
+\code
+#define FLTK_1_0_COMPAT
+#include <FL/Fl.H>
+#include <FL/Enumerations.H>
+#include <FL/filename.H>
+\endcode
+
+The following table shows the old and new function names:
+
+<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>
+
+\section migration_1_1_images Image Support
+
+Image support in FLTK has been significantly revamped in 1.1.x.
+The Fl_Image class is now a proper base class, with the core
+image drawing functionality in the Fl_Bitmap, Fl_Pixmap, and
+Fl_RGB_Image classes.
+
+BMP, GIF, JPEG, PNG, XBM, and XPM image files can now be
+loaded using the appropriate image classes, and the
+Fl_Shared_Image class can be used to cache images in memory.
+
+Image labels are no longer provided as an add-on label type.
+If you use the old \c label() methods on an image, the
+widget's \c image() method is called to set the image
+as the label.
+
+Image labels in menu items must still use the old labeltype
+mechanism to preserve source compatibility.
+
+\section migration_1_1_keyboard Keyboard Navigation
+
+FLTK 1.1.x now supports keyboard navigation and control with
+all widgets. To restore the old FLTK 1.0.x behavior so that only
+text widgets get keyboard focus, call the Fl::visible_focus()
+method to disable it:
+
+\code
+Fl::visible_focus(0);
+\endcode
+
+
+\htmlonly
+<hr>
+<table summary="navigation bar" width="100%" border="0">
+<tr>
+ <td width="45%" align="LEFT">
+ <a class="el" href="osissues.html">
+ [Prev]
+ Operating System Issues
+ </a>
+ </td>
+ <td width="10%" align="CENTER">
+ <a class="el" href="main.html">[Index]</a>
+ </td>
+ <td width="45%" align="RIGHT">
+ <a class="el" href="migration_1_3.html">
+ Migrating Code from FLTK 1.1 to 1.3
+ [Next]
+ </a>
+ </td>
+</tr>
+</table>
+\endhtmlonly
+
+*/
diff --git a/branch-3.0-2011/documentation/src/migration_1_3.dox b/branch-3.0-2011/documentation/src/migration_1_3.dox
new file mode 100644
index 000000000..4c1f1bfba
--- /dev/null
+++ b/branch-3.0-2011/documentation/src/migration_1_3.dox
@@ -0,0 +1,80 @@
+/**
+
+ \page migration_1_3 Migrating Code from FLTK 1.1 to 1.3
+
+This appendix describes the differences between the FLTK
+1.1.x and FLTK 1.3.x functions and classes.
+
+\section migration_1_3_fltk_1_0 Migrating From FLTK 1.0
+
+If you want to migrate your code from FLTK 1.0 to FLTK 1.3,
+then you should first consult Appendix \ref migration_1_1.
+
+
+\section migration_1_3_fl_scroll Fl_Scroll Widget
+
+Fl_Scroll::scroll_to(int x, int y) replaces Fl_Scroll::position(int x, int y).
+
+This change was needed because Fl_Scroll::position(int,int) redefined
+Fl_Widget::position(int,int), but with a completely different function (moving
+the scrollbars instead of moving the widget).
+
+Please be aware that you need to change your application's code for all
+Fl_Scroll-derived widgets, if you used Fl_Scroll::position(int x, int y)
+to position <b>the scrollbars</b> (not the widget itself).
+
+The compiler will not detect any errors, because your calls to
+\b position(int x, int y) will be calling Fl_Widget::position(int x, int y).
+
+
+\section migration_1_3_unicode Unicode (UTF-8)
+
+FLTK 1.3 uses Unicode (UTF-8) encoding internally. If you are only using
+characters in the ASCII range (32-127), there is a high probability that
+you don't need to modify your code. However, if you use international
+characters (128-255), encoded as e.g. Windows codepage 1252, ISO-8859-1,
+ISO-8859-15 or any other encoding, then you will need to update your character
+string constants and widget input data accordingly.
+
+Please refer to the \ref unicode chapter for more details.
+
+\note It is important that, although your software uses only ASCII characters
+for input to FLTK widgets, the user may enter non-ASCII characters, and FLTK
+will return these characters with utf-8 encoding to your application, e.g.
+via Fl_Input::value(). You \b will need to re-encode them to \b your (non-utf-8)
+encoding, otherwise you might see or print garbage in your data.
+
+
+\section migration_1_3_int_coords Widget Coordinate Representation
+
+FLTK 1.3 changed all Widget coordinate variables and methods, e.g.
+Fl_Widget::x(), Fl_Widget::y(), Fl_Widget::w(), Fl_Widget::h(), from
+short (16-bit) to int (32-bit) representation. This should not affect
+any existing code, but makes it possible to use bigger scroll areas
+(e.g. Fl_Scroll widget).
+
+
+\htmlonly
+<hr>
+<table summary="navigation bar" width="100%" border="0">
+<tr>
+ <td width="45%" align="LEFT">
+ <a class="el" href="migration_1_1.html">
+ [Prev]
+ Migrating Code from FLTK 1.0 to 1.1
+ </a>
+ </td>
+ <td width="10%" align="CENTER">
+ <a class="el" href="main.html">[Index]</a>
+ </td>
+ <td width="45%" align="RIGHT">
+ <a class="el" href="development.html">
+ Developer Information
+ [Next]
+ </a>
+ </td>
+</tr>
+</table>
+\endhtmlonly
+
+*/
diff --git a/branch-3.0-2011/documentation/src/opengl.dox b/branch-3.0-2011/documentation/src/opengl.dox
new file mode 100644
index 000000000..51882a293
--- /dev/null
+++ b/branch-3.0-2011/documentation/src/opengl.dox
@@ -0,0 +1,473 @@
+/**
+
+ \page opengl Using OpenGL
+
+This chapter discusses using FLTK for your OpenGL applications.
+
+\section opengl_using Using OpenGL in FLTK
+
+The easiest way to make an OpenGL display is to subclass
+Fl_Gl_Window.
+Your subclass must implement a \p draw() method which uses
+OpenGL calls to draw the display. Your main program should call
+\p redraw() when the display needs to change, and
+(somewhat later) FLTK will call \p draw().
+
+With a bit of care you can also use OpenGL to draw into
+normal FLTK windows. This allows you to use Gouraud shading for
+drawing your widgets. To do this you use the
+\ref opengl_gl_start "gl_start()" and
+\ref opengl_gl_finish "gl_finish()"
+functions around your OpenGL code.
+
+You must include FLTK's \p <FL/gl.h> header
+file. It will include the file \p <GL/gl.h>, define
+some extra drawing functions provided by FLTK, and include the
+\p <windows.h> header file needed by WIN32
+applications.
+
+\section opengl_subclass Making a Subclass of Fl_Gl_Window
+
+To make a subclass of Fl_Gl_Window, you must provide:
+
+\li A class definition.
+\li A \p draw() method.
+\li A \p handle() method if you need to receive input from the user.
+
+If your subclass provides static controls in the window, they
+must be redrawn whenever the \p FL_DAMAGE_ALL bit is set
+in the value returned by \p damage(). For double-buffered
+windows you will need to surround the drawing code with the
+following code to make sure that both buffers are redrawn:
+
+\code
+#ifndef MESA
+glDrawBuffer(GL_FRONT_AND_BACK);
+#endif // !MESA
+... draw stuff here ...
+#ifndef MESA
+glDrawBuffer(GL_BACK);
+#endif // !MESA
+\endcode
+
+<CENTER><TABLE WIDTH="80%" BORDER="1" CELLPADDING="5" CELLSPACING="0" BGCOLOR="#cccccc">
+<TR>
+ <TD><B>Note:</B>
+
+ If you are using the Mesa graphics library, the call
+ to \p glDrawBuffer() is not required and will slow
+ down drawing considerably. The preprocessor instructions
+ shown above will optimize your code based upon the
+ graphics library used.
+
+ </TD>
+
+</TR>
+</TABLE></CENTER>
+
+\subsection opengl_defining Defining the Subclass
+
+To define the subclass you just subclass the Fl_Gl_Window class:
+
+\code
+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) {}
+};
+\endcode
+
+The \p draw() and \p handle() methods are
+described below. Like any widget, you can include additional
+private and public data in your class (such as scene graph
+information, etc.)
+
+\subsection opengl_draw The draw() Method
+
+The \p draw() method is where you actually do your OpenGL drawing:
+
+\code
+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 ...
+}
+\endcode
+
+\subsection opengl_handle The handle() Method
+
+The \p handle() method handles mouse and keyboard
+events for the window:
+
+\code
+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);
+ }
+}
+\endcode
+
+When \p handle() is called, the OpenGL context is not
+set up! If your display changes, you should call
+\p redraw() and let \p draw() do the work. Don't
+call any OpenGL drawing functions from inside \p handle()!
+
+You can call \e some OpenGL stuff like hit detection and texture
+loading functions by doing:
+
+\code
+ 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...
+\endcode
+
+Your main program can now create one of your windows by doing
+<tt>new MyWindow(...)</tt>.
+
+You can also use your new window class in
+\ref fluid "FLUID"
+by:
+
+-# Putting your class definition in a \p MyWindow.H file.
+-# Creating a Fl_Box widget in FLUID.
+-# In the widget panel fill in the "class" field with \p MyWindow.
+ This will make FLUID produce constructors for your new class.
+-# In the "Extra Code" field put <tt>\#include "MyWindow.H"</tt>,
+ so that the FLUID output file will compile.
+
+You must put <tt>glwindow->show()</tt> in your main code
+after calling \p show() on the window containing the
+OpenGL window.
+
+\section opengl_normal Using OpenGL in Normal FLTK Windows
+
+You can put OpenGL code into the \p draw() method, as described in
+\ref subclassing_drawing
+in the previous chapter, or into the code for a
+\ref common_boxtypes "boxtype"
+or other places with some care.
+
+Most importantly, before you show \e any 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 \p Fl_Gl_Window::mode()
+to describe how you intend to use OpenGL:
+
+\code
+Fl::gl_visual(FL_RGB);
+\endcode
+
+\anchor opengl_gl_start
+\anchor opengl_gl_finish
+You can then put OpenGL drawing code anywhere you can draw
+normally by surrounding it with
+gl_start() and gl_finish() to set up, and later release, 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 \p glScissor()
+commands. These functions also synchronize the OpenGL graphics stream
+with the drawing done by other X, WIN32, or FLTK functions.
+
+\code
+gl_start();
+... put your OpenGL code here ...
+gl_finish();
+\endcode
+
+The same context is reused each time. If your code changes
+the projection transformation or anything else you should use
+\p glPushMatrix() and \p glPopMatrix() functions to
+put the state back before calling \p gl_finish().
+
+You may want to use <tt>Fl_Window::current()-\>h()</tt> to
+get the drawable height so that you can flip the Y
+coordinates.
+
+Unfortunately, there are a bunch of limitations you must
+adhere to for maximum portability:
+
+\li You must choose a default visual with Fl::gl_visual().
+
+\li You cannot pass \p FL_DOUBLE to Fl::gl_visual().
+
+\li You cannot use Fl_Double_Window or Fl_Overlay_Window.
+
+Do \e not call \p gl_start() or
+\p gl_finish() when drawing into an Fl_Gl_Window !
+
+\section opengl_drawing OpenGL Drawing Functions
+
+FLTK provides some useful OpenGL drawing functions. They can
+be freely mixed with any OpenGL calls, and are defined by
+including \p <FL/gl.h> which you should include
+instead of the OpenGL header \p <GL/gl.h>.
+
+void gl_color(Fl_Color)
+
+\par
+Sets the current OpenGL color to a FLTK color. <I>For
+color-index modes it will use \p fl_xpixel(c), which is
+only right if this window uses the default colormap!</I>
+
+void gl_rect(int x, int y, int w, int h) <br>
+void gl_rectf(int x, int y, int w, int h)
+
+\par
+Outlines or fills a rectangle with the current color. If
+Fl_Gl_Window::ortho() has been called, then the rectangle will exactly
+fill the pixel rectangle passed.
+
+void gl_font(Fl_Font fontid, int size)
+
+\par
+Sets the current OpenGL font to the same font you get by calling
+\ref ssect_Fonts "fl_font()".
+
+int gl_height() <br>
+int gl_descent() <br>
+float gl_width(const char *s) <br>
+float gl_width(const char *s, int n) <br>
+float gl_width(uchar c)
+
+\par
+Returns information about the current OpenGL font.
+
+void gl_draw(const char *s) <br>
+void gl_draw(const char *s, int n)
+
+\par
+Draws a nul-terminated string or an array of \p n
+characters in the current OpenGL font at the current raster
+position.
+
+void gl_draw(const char *s, int x, int y) <br>
+void gl_draw(const char *s, int n, int x, int y) <br>
+void gl_draw(const char *s, float x, float y) <br>
+void gl_draw(const char *s, int n, float x, float y)
+
+\par
+Draws a nul-terminated string or an array of \p n
+characters in the current OpenGL font at the given position.
+
+void gl_draw(const char *s, int x, int y, int w, int h, Fl_Align)
+
+\par
+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
+\ref ssect_Text "fl_draw()".
+
+\section opengl_speed Speeding up OpenGL
+
+Performance of Fl_Gl_Window may be improved on some types of
+OpenGL implementations, in particular MESA and other software
+emulators, by setting the \p GL_SWAP_TYPE environment
+variable. This variable declares what is in the backbuffer after
+you do a swapbuffers.
+
+\li <tt>setenv GL_SWAP_TYPE COPY</tt> <br>
+ <br>
+ This indicates that the back buffer is copied to the
+ front buffer, and still contains its 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
+ \p damage() will not be cleared to -1.
+
+\li <tt>setenv GL_SWAP_TYPE NODAMAGE</tt> <br>
+ <br>
+ 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.
+
+\li All other values for \p GL_SWAP_TYPE, and not
+ setting the variable, cause FLTK to assume that the
+ back buffer must be completely redrawn after a swap.
+
+This is easily tested by running the \ref examples_gl_overlay demo
+program and seeing if the display is correct when you drag
+another window over it or if you drag the window off the screen
+and back on. You have to exit and run the program again for it
+to see any changes to the environment variable.
+
+\section opengl_optimizer Using OpenGL Optimizer with FLTK
+
+<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.
+
+\par OptimizerWindow Class Definition
+
+\par
+To use
+<A href="http://www.sgi.com/software/optimizer">OpenGL Optimizer</A>
+with FLTK you'll need to create a
+subclass of Fl_Gl_Widget that includes several state
+variables:
+
+\code
+class OptimizerWindow : public Fl_Gl_Window {
+ csContext *context_; // Initialized to 0 and set by draw()...
+ csDrawAction *draw_action_; // Draw action...
+ csGroup *scene_; // Scene to draw...
+ csCamara *camera_; // Viewport for scene...
+
+ void draw();
+
+public:
+ OptimizerWindow(int X, int Y, int W, int H, const char *L)
+ : Fl_Gl_Window(X, Y, W, H, L) {
+ context_ = (csContext *)0;
+ draw_action_ = (csDrawAction *)0;
+ scene_ = (csGroup *)0;
+ camera_ = (csCamera *)0;
+ }
+
+ void scene(csGroup *g) { scene_ = g; redraw(); }
+
+ void camera(csCamera *c) {
+ camera_ = c;
+ if (context_) {
+ draw_action_->setCamera(camera_);
+ camera_->draw(draw_action_);
+ redraw();
+ }
+ }
+};
+\endcode
+
+\par The camera() Method
+
+\par
+The \p camera() method sets the camera (projection and
+viewpoint) to use when drawing the scene. The scene is redrawn after
+this call.
+
+\par The draw() Method
+
+\par
+The \p draw() method performs the needed initialization and does
+the actual drawing:
+
+\code
+void OptimizerWindow::draw() {
+ if (!context_) {
+ // This is the first time we've been asked to draw; create the
+ // Optimizer context for the scene...
+
+#ifdef WIN32
+ context_ = new csContext((HDC)fl_getHDC());
+ context_->ref();
+ context_->makeCurrent((HDC)fl_getHDC());
+#else
+ context_ = new csContext(fl_display, fl_visual);
+ context_->ref();
+ context_->makeCurrent(fl_display, fl_window);
+#endif // WIN32
+
+ ... perform other context setup as desired ...
+
+ // Then create the draw action to handle drawing things...
+
+ draw_action_ = new csDrawAction;
+ if (camera_) {
+ draw_action_->setCamera(camera_);
+ camera_->draw(draw_action_);
+ }
+ } else {
+#ifdef WIN32
+ context_->makeCurrent((HDC)fl_getHDC());
+#else
+ context_->makeCurrent(fl_display, fl_window);
+#endif // WIN32
+ }
+
+ if (!valid()) {
+ // Update the viewport for this context...
+ context_->setViewport(0, 0, w(), h());
+ }
+
+ // Clear the window...
+ context_->clear(csContext::COLOR_CLEAR | csContext::DEPTH_CLEAR,
+ 0.0f, // Red
+ 0.0f, // Green
+ 0.0f, // Blue
+ 1.0f); // Alpha
+
+ // Then draw the scene (if any)...
+ if (scene_)
+ draw_action_->apply(scene_);
+}
+\endcode
+
+\par The scene() Method
+
+\par
+The \p scene() method sets the scene to be drawn. The scene is
+a collection of 3D objects in a \p csGroup. The scene is redrawn
+after this call.
+
+
+\htmlonly
+<hr>
+<table summary="navigation bar" width="100%" border="0">
+<tr>
+ <td width="45%" align="LEFT">
+ <a class="el" href="subclassing.html">
+ [Prev]
+ Adding and Extending Widgets
+ </a>
+ </td>
+ <td width="10%" align="CENTER">
+ <a class="el" href="main.html">[Index]</a>
+ </td>
+ <td width="45%" align="RIGHT">
+ <a class="el" href="fluid.html">
+ Programming with FLUID
+ [Next]
+ </a>
+ </td>
+</tr>
+</table>
+\endhtmlonly
+
+*/
diff --git a/branch-3.0-2011/documentation/src/osissues.dox b/branch-3.0-2011/documentation/src/osissues.dox
new file mode 100644
index 000000000..38a776143
--- /dev/null
+++ b/branch-3.0-2011/documentation/src/osissues.dox
@@ -0,0 +1,792 @@
+/**
+
+ \page osissues Operating System Issues
+
+This appendix describes the operating system specific interfaces in FLTK.
+
+\section osissues_accessing Accessing the OS Interfaces
+
+All programs that need to access the operating system
+specific interfaces must include the following header file:
+
+\code
+#include <FL/x.H>
+\endcode
+
+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>
+
+ 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.
+
+ </TD>
+</TR>
+</TABLE>
+</CENTER>
+
+\section osissues_unit The UNIX (X11) Interface
+
+The UNIX interface provides access to the X Window System
+state information and data structures.
+
+\subsection osissues_x_events Handling Other X Events
+
+void Fl::add_handler(int (*f)(int))
+
+\par
+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.
+
+\par
+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 \c fl_xevent variable.
+
+\par
+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
+\c FL_SHORTCUT.
+
+extern XEvent *fl_xevent
+
+\par
+This variable contains the most recent X event.
+
+extern ulong fl_event_time
+
+\par
+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.
+
+Window fl_xid(const Fl_Window *)
+
+\par
+Returns the XID for a window, or zero if not \c shown().
+
+Fl_Window *fl_find(ulong xid)
+
+\par
+Returns the Fl_Window that corresponds to the given
+XID, or \c NULL if not found. This function uses a cache
+so it is slightly faster than iterating through the windows
+yourself.
+
+int fl_handle(const XEvent &)
+
+\par
+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 \c add_handler()
+functions all return 0, this function will return false.
+
+\par
+Besides feeding events your code should call Fl::flush()
+periodically so that FLTK redraws its windows.
+
+\par
+This function will call the callback functions. It will not
+return until they complete. In particular, if a callback pops up
+a modal window by calling
+fl_ask(),
+for instance, it will not return until the modal function
+returns.
+
+\subsection osissues_drawing_xlib Drawing using Xlib
+
+The following global variables are set before
+Fl_Widget::draw() is called, or by Fl_Window::make_current():
+
+\code
+extern Display *fl_display;
+extern Window fl_window;
+extern GC fl_gc;
+extern int fl_screen;
+extern XVisualInfo *fl_visual;
+extern Colormap fl_colormap;
+\endcode
+
+You must use them to produce Xlib calls. Don't attempt to change
+them. A typical X drawing call is written like this:
+
+\code
+XDrawSomething(fl_display, fl_window, fl_gc, ...);
+\endcode
+
+Other information such as the position or size of the X
+window can be found by looking at Fl_Window::current(),
+which returns a pointer to the Fl_Window being drawn.
+
+unsigned long fl_xpixel(Fl_Color i) <br>
+unsigned long fl_xpixel(uchar r, uchar g, uchar b)
+
+\par
+Returns the X pixel number used to draw the given FLTK color
+index or RGB color. This is the X pixel that
+\ref drawing_colors "fl_color()"
+would use.
+
+int fl_parse_color(const char* p, uchar& r, uchar& g, uchar& b)
+
+\par
+Convert a name into the red, green, and blue values of a color
+by parsing the X11 color names. On other systems, \c fl_parse_color()
+can only convert names in hexadecimal encoding, for example <tt>\#ff8083</tt>.
+
+extern XFontStruct *fl_xfont
+
+\par
+Points to the font selected by the most recent
+\ref ssect_Fonts "fl_font()".
+This is not necessarily the current font of \c fl_gc,
+which is not set until
+\ref ssect_Text "fl_draw()"
+is called. If FLTK was compiled with Xft support, \c fl_xfont
+will usually be 0 and \c fl_xftfont will contain a pointer
+to the \c XftFont structure instead.
+
+extern void *fl_xftfont
+
+\par
+If FLTK was compiled with Xft support enabled, \c fl_xftfont
+points to the xft font selected by the most recent
+\ref ssect_Fonts "fl_font()".
+Otherwise it will be 0. \c fl_xftfont should be cast to
+<tt>XftFont*</tt>.
+
+\subsection osissues_xvisual Changing the Display, Screen, or X Visual
+
+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 Fl_Window::show() is called.
+</I>
+You may also want to call Fl::visual(), which is a portable interface
+to get a full color and/or double buffered visual.
+
+int Fl::display(const char *)
+
+\par
+Set which X display to use. This actually does
+<tt>putenv("DISPLAY=...")</tt> so that child programs
+will display on the same screen if called with \c exec().
+This must be done before the display is opened. This call is
+provided under MacOS and WIN32 but it has no effect.
+
+extern Display *fl_display
+
+\par
+The open X display. This is needed as an argument to most
+Xlib calls. Don't attempt to change it! This is \c NULL
+before the display is opened.
+
+void fl_open_display()
+
+\par
+Opens the display. Does nothing if it is already open. This
+will make sure \c fl_display is non-zero. You should call
+this if you wish to do X calls and there is a chance that your
+code will be called before the first \c show() of a window.
+
+\par
+This may call Fl::abort() if there is an error opening the display.
+
+void fl_close_display()
+
+\par
+This closes the X connection. You do \e not need to call
+this to exit, and in fact it is faster to not do so! It may be
+useful to call this if you want your program to continue without
+the X connection. You cannot open the display again, and
+probably cannot call any FLTK functions.
+
+extern int fl_screen
+
+\par
+Which screen number to use. This is set by
+\c fl_open_display() to the default screen. You can change
+it by setting this to a different value immediately afterwards.
+It can also be set by changing the last number in the
+Fl::display() string to "host:0.#".
+
+extern XVisualInfo *fl_visual <br>
+extern Colormap fl_colormap
+
+\par
+The visual and colormap that FLTK will use for all windows.
+These are set by \c fl_open_display() to the default
+visual and colormap. You can change them before calling
+\c show() on the first window. Typical code for changing
+the default visual is:
+\code
+Fl::args(argc, argv); // do this first so $DISPLAY is set
+fl_open_display();
+fl_visual = find_a_good_visual(fl_display, fl_screen);
+if (!fl_visual) Fl::abort("No good visual");
+fl_colormap = make_a_colormap(fl_display, fl_visual->visual, fl_visual->depth);
+// it is now ok to show() windows:
+window->show(argc, argv);
+\endcode
+
+\subsection osissues_specialx Using a Subclass of Fl_Window for Special X Stuff
+
+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 \c draw() method
+that uses Xlib (and/or OpenGL) calls only.
+
+FLTK can also manage XID's provided by other libraries or
+programs, and call those libraries when the window needs to be
+redrawn.
+
+To do this, you need to make a subclass of
+Fl_Window
+and override some of these virtual functions:
+
+virtual void Fl_Window::show()
+
+\par
+If the window is already \c shown() this must cause it
+to be raised, this can usually be done by calling Fl_Window::show().
+If not \c shown() your implementation must call either
+Fl_X::set_xid() or Fl_X::make_xid().
+
+\par
+An example:
+\code
+void MyWindow::show() {
+ if (shown()) {Fl_Window::show(); return;} // you must do this!
+ fl_open_display(); // necessary if this is first window
+ // we only calculate the necessary visual colormap once:
+ static XVisualInfo *visual;
+ static Colormap colormap;
+ if (!visual) {
+ visual = figure_out_visual();
+ colormap = XCreateColormap(fl_display, RootWindow(fl_display,fl_screen),
+ vis->visual, AllocNone);
+ }
+ Fl_X::make_xid(this, visual, colormap);
+}
+\endcode
+
+\verbatim
+Fl_X *Fl_X::set_xid(Fl_Window*, Window xid)
+\endverbatim
+
+\par
+Allocate a hidden structure called an Fl_X, put the
+XID into it, and set a pointer to it from the Fl_Window.
+This causes Fl_Window::shown() to return true.
+
+void Fl_X::make_xid(Fl_Window*, XVisualInfo* = fl_visual, Colormap = fl_colormap)
+
+\par
+This static method does the most onerous parts of creating an
+X window, including setting the label, resize limitations, etc.
+It then does Fl_X::set_xid() with this new window and maps the window.
+
+virtual void Fl_Window::flush()
+
+\par
+This virtual function is called by Fl::flush() to
+update the window. For FLTK's own windows it does this by
+setting the global variables \c fl_window and \c fl_gc
+and then calling the \c draw() method. For
+your own windows you might just want to put all the drawing code
+in here.
+
+\par
+The X region that is a combination of all \c damage()
+calls done so far is in <tt>Fl_X::i(this)->region</tt>. If
+\c NULL then you should redraw the entire window. The
+undocumented function \c fl_clip_region(XRegion) will
+initialize the FLTK clip stack with a region or \c NULL
+for no clipping. You must set region to \c NULL afterwards
+as \c fl_clip_region() will own and delete it when
+done.
+
+\par
+If <tt>damage() & 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.
+
+\par
+Here is a sample where an undamaged image is kept somewhere:
+\code
+void MyWindow::flush() {
+ fl_clip_region(Fl_X::i(this)->region);
+ Fl_X::i(this)->region = 0;
+ if (damage() != 2) {... draw things into backing store ...}
+ ... copy backing store to window ...
+}
+\endcode
+
+virtual void Fl_Window::hide()
+
+\par
+Destroy the window server copy of the window. Usually you
+will destroy contexts, pixmaps, or other resources used by the
+window, and then call Fl_Window::hide() to get rid of
+the main window identified by \c xid(). If you override
+this, you must also override the destructor as shown:
+\code
+void MyWindow::hide() {
+ if (mypixmap) {
+ XFreePixmap(fl_display,mypixmap);
+ mypixmap = 0;
+ }
+ Fl_Window::hide(); // you must call this
+}
+\endcode
+
+virtual void Fl_Window::~Fl_Window()
+
+\par
+Because of the way C++ works, if you override \c hide()
+you \e must override the destructor as well (otherwise only
+the base class \c hide() is called):
+\code
+MyWindow::~MyWindow() {
+ hide();
+}
+\endcode
+
+\subsection osissues_x_icon Setting the Icon of a Window
+
+FLTK currently supports setting a window's icon \b before it
+is shown using the Fl_Window::icon() method.
+
+void Fl_Window::icon(const void *)
+
+\par
+Sets the icon for the window to the passed pointer. You will
+need to cast the icon \c Pixmap to a \c char* when
+calling this method. To set a monochrome icon using a bitmap compiled
+with your application use:
+\code
+#include "icon.xbm"
+
+fl_open_display(); // needed if display has not been previously opened
+
+Pixmap p = XCreateBitmapFromData(fl_display, DefaultRootWindow(fl_display),
+ icon_bits, icon_width, icon_height);
+
+window->icon((const void*)p);
+\endcode
+
+\par
+To use a multi-colored icon, the XPM format and library
+should be used as follows:
+\code
+#include <X11/xpm.h>
+#include "icon.xpm"
+
+fl_open_display(); // needed if display has not been previously opened
+
+Pixmap p, mask;
+
+XpmCreatePixmapFromData(fl_display, DefaultRootWindow(fl_display),
+ icon_xpm, &p, &mask, NULL);
+
+window->icon((const void *)p);
+\endcode
+
+\par
+When using the Xpm library, be sure to include it in the list
+of libraries that are used to link the application (usually "-lXpm").
+
+<CENTER>
+<TABLE WIDTH="90%" BORDER="1" CELLPADDING="5" CELLSPACING="0" BGCOLOR="#cccccc">
+<TR>
+ <TD><B>NOTE:</B>
+
+ You must call Fl_Window::show(int argc, char** argv)
+ for the icon to be used. The Fl_Window::show() method
+ does not bind the icon to the window.
+
+ </TD>
+</TR>
+</TABLE>
+</CENTER>
+
+\subsection osissues_xresources X Resources
+
+When the
+Fl_Window::show(int argc, char** argv)
+method is called, FLTK looks for the following X resources:
+
+\li \c background - The default background color
+ for widgets (color).
+
+\li \c dndTextOps - The default setting for
+ drag and drop text operations (boolean).
+
+\li \c foreground - The default foreground (label)
+ color for widgets (color).
+
+\li \c scheme - The default scheme to use (string).
+
+\li \c selectBackground - The default selection
+ color for menus, etc. (color).
+
+\li <tt>Text.background</tt> - The default background
+ color for text fields (color).
+
+\li \c tooltips - The default setting for
+ tooltips (boolean).
+
+\li \c visibleFocus - The default setting for
+ visible keyboard focus on non-text widgets (boolean).
+
+Resources associated with the first window's Fl_Window::xclass()
+string are queried first, or if no class has been specified then
+the class "fltk" is used (e.g. <tt>fltk.background</tt>). If no
+match is found, a global search is done (e.g.
+<tt>*background</tt>).
+
+\section osissues_win32 The Windows (WIN32) Interface
+
+The Windows interface provides access to the WIN32 GDI
+state information and data structures.
+
+\subsection osissues_win32_messages Handling Other WIN32 Messages
+
+By default a single WNDCLASSEX called "FLTK" is
+created. All Fl_Window 's are of this class unless you
+use Fl_Window::xclass(). The window class is created
+the first time Fl_Window::show() is called.
+
+You can probably combine FLTK with other libraries that make
+their own WIN32 window classes. The easiest way is to call
+Fl::wait(), as it will call \c DispatchMessage()
+for all messages to the other windows. If necessary you can let
+the other library take over as long as it calls
+\c DispatchMessage(), but you will have to arrange for the
+function Fl::flush() to be called regularly so that
+widgets are updated, timeouts are handled, and the idle
+functions are called.
+
+extern MSG fl_msg
+
+\par
+This variable contains the most recent message read by
+\c GetMessage(), which is called by Fl::wait().
+This may not be the
+most recent message sent to an FLTK window, because silly WIN32
+calls the handle procedures directly for some events (sigh).
+
+void Fl::add_handler(int (*f)(int))
+
+\par
+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 \c DefWindowProc().
+
+HWND fl_xid(const Fl_Window *)
+
+\par
+Returns the window handle for a Fl_Window, or zero
+if not \c shown().
+
+Fl_Window *fl_find(HWND xid)
+
+\par
+Returns the Fl_Window that corresponds to the given
+window handle, or \c NULL if not found. This function uses
+a cache so it is slightly faster than iterating through the
+windows yourself.
+
+\subsection osissues_win32_gdi Drawing Things Using the WIN32 GDI
+
+When the virtual function Fl_Widget::draw() is
+called, FLTK stores all the extra arguments you need to
+make a proper GDI call in some global variables:
+
+\code
+extern HINSTANCE fl_display;
+extern HWND fl_window;
+extern HDC fl_gc;
+COLORREF fl_RGB();
+HPEN fl_pen();
+HBRUSH fl_brush();
+\endcode
+
+These global variables are set before Fl_Widget::draw() is called, or by
+Fl_Window::make_current().
+You can refer to them when needed to produce GDI calls, but don't
+attempt to change them. The functions return GDI objects for
+the current color set by
+\ref drawing_colors "fl_color()"
+and are created as
+needed and cached. A typical GDI drawing call is written like
+this:
+
+\code
+DrawSomething(fl_gc, ..., fl_brush());
+\endcode
+
+It may also be useful to refer to Fl_Window::current()
+to get the window's size or position.
+
+\subsection osissues_icon_windows Setting the Icon of a Window
+
+FLTK currently supports setting a window's icon *before* it
+is shown using the Fl_Window::icon() method.
+
+void Fl_Window::icon(const void *)
+
+\par
+Sets the icon for the window to the passed pointer. You will
+need to cast the \c HICON handle to a \c char* when
+calling this method. To set the icon using an icon resource
+compiled with your application use:
+\code
+window->icon((const void *)LoadIcon(fl_display, MAKEINTRESOURCE(IDI_ICON)));
+\endcode
+
+\par
+You can also use the \c LoadImage() 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>
+
+ You must call Fl_Window::show(int argc, char** argv)
+ for the icon to be used. The Fl_Window::show() method
+ does not bind the icon to the window.
+
+ </TD>
+</TR>
+</TABLE>
+</CENTER>
+
+\subsection osissues_msdos_console How to Not Get a MSDOS Console Window
+
+WIN32 has a really stupid mode switch stored in the
+executables that controls whether or not to make a console
+window.
+
+To always get a console window you simply create a console
+application (the "/SUBSYSTEM:CONSOLE" option for the
+linker). For a GUI-only application create a WIN32 application
+(the "/SUBSYSTEM:WINDOWS" option for the linker).
+
+FLTK includes a \c WinMain() function that calls the
+ANSI standard \c main() entry point for you.
+<I>
+This function creates a console window when you use the debug
+version of the library.
+</I>
+
+WIN32 applications without a console cannot write to
+\c stdout or \c stderr, even if they are run from a
+console window. Any output is silently thrown away.
+Additionally, WIN32 applications are run in the background by
+the console, although you can use "start /wait program" to run
+them in the foreground.
+
+\subsection osissues_win32_problems Known WIN32 Bugs and Problems
+
+The following is a list of known bugs and problems in the WIN32
+version of FLTK:
+
+\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 <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 <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 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
+
+\section osissues_macos The Apple OS X Interface
+
+FLTK supports Apple OS X using the Apple Cocoa library. Older
+versions of MacOS are no longer supported.
+
+Control, Option, and Command Modifier Keys
+
+\par
+FLTK maps the Mac 'control' key to \c FL_CTRL, the
+'option' key to \c FL_ALT and the 'Apple' key to
+\c FL_META. Furthermore, \c FL_COMMAND designates the 'Apple' key on Mac OS X
+and the 'control' key on other platforms.
+Keyboard events return the key name in
+Fl::event_key() and the keystroke translation in
+Fl::event_text(). For example, typing Option-Y on a Mac
+US keyboard will set \c FL_ALT in Fl::event_state(),
+set Fl::event_key() to 'y' and return the Yen symbol in
+Fl::event_text().
+
+Apple "Quit" Event
+
+\par
+When the user presses Cmd-Q or requests a termination of the
+application, OS X will send a "Quit" Apple Event. FLTK handles
+this event by sending an \c FL_CLOSE event to all open
+windows. If all windows close, the application will terminate.
+
+Apple "Open" Event
+
+\par
+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 \c fl_open_callback
+
+void fl_open_display()
+
+\par
+Opens the display. Does nothing if it is already open. You should call
+this if you wish to do Cocoa or Quartz calls and there is a chance that your
+code will be called before the first \c show() of a window.
+
+Window fl_xid(const Fl_Window *)
+
+\par
+Returns the window reference for an Fl_Window, or
+\c NULL if the window has not been shown. This reference is a pointer
+to an instance of the subclass FLWindow of Cocoa's NSWindow class.
+
+Fl_Window *fl_find(Window xid)
+
+\par
+Returns the Fl_Window that corresponds to the given window reference,
+or \c NULL if not found. FLTK windows that are children of top-level
+windows share the \c Window of the top-level window.
+
+void \ref fl_open_callback(void (*cb)(const char *))
+
+\par
+\c cb will be called with a single Unix-style file name and path.
+If multiple files were dropped, \c fl_open_callback() will be called
+multiple times.
+
+void fl_mac_set_about( Fl_Callback *cb, void *user_data, int shortcut)
+
+\par
+Attaches the callback \c cb to the "About myprog" item of the system application menu.
+\c cb will be called with NULL first argument and \c user_data second argument.
+
+Fl_Sys_Menu_Bar class
+
+\par
+The Fl_Sys_Menu_Bar class allows to build menu bars that, on Mac OS X, are
+placed in the system menu bar (at top-left of display), and, on other platforms,
+at a user-chosen location of a user-chosen window.
+
+\subsection osissues_quartz Drawing Things Using Quartz
+
+All code inside Fl_Widget::draw()
+is expected to call Quartz drawing functions. The Quartz coordinate system
+is flipped to match
+FLTK's coordinate system. The origin for all drawing is in the top
+left corner of the enclosing Fl_Window. The global variable
+\c fl_gc is the appropriate Quartz 2D drawing environment.
+Include FL/x.H to declare the \c fl_gc variable.
+
+Fl_Double_Window
+
+OS X double-buffers all windows automatically. On OS X,
+Fl_Window and Fl_Double_Window are handled
+internally in the same way.
+
+\subsection osissues_mac_files Mac File System Specifics
+
+\par Resource Forks
+
+FLTK does not access the resource fork of an application.
+However, a minimal resource fork must be created for OS X
+applications. Starting with OS X 10.6, resource forks are
+no longer needed.
+
+<CENTER>
+<TABLE WIDTH="80%" BORDER="1" BGCOLOR="#cccccc" CELLPADDING="5">
+<TR><TD><B>Caution (OS X 10.2 and older):</B>
+
+When using UNIX commands to copy or move executables, OS X
+will NOT copy any resource forks! For copying and moving use
+CpMac and MvMac respectively. For creating a tar archive, all
+executables need to be stripped from their Resource Fork before
+packing, e.g. "DeRez fluid > fluid.r". After unpacking the
+Resource Fork needs to be reattached, e.g. "Rez fluid.r -o
+fluid".
+</TD></TR></TABLE>
+</CENTER>
+
+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.
+
+\par Mac File Paths
+
+FLTK uses UTF-8-encoded UNIX-style filenames and paths.
+
+\sa group_macosx
+
+
+\htmlonly
+<hr>
+<table summary="navigation bar" width="100%" border="0">
+<tr>
+ <td width="45%" align="LEFT">
+ <a class="el" href="forms.html">
+ [Prev]
+ Forms Compatibility
+ </a>
+ </td>
+ <td width="10%" align="CENTER">
+ <a class="el" href="main.html">[Index]</a>
+ </td>
+ <td width="45%" align="RIGHT">
+ <a class="el" href="migration_1_1.html">
+ Migrating Code from FLTK 1.0 to 1.1
+ [Next]
+ </a>
+ </td>
+</tr>
+</table>
+\endhtmlonly
+
+*/
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+/**
+
+ \page preface Preface
+
+This manual describes the Fast Light Tool Kit ("FLTK")
+version 1.3.0, a C++ Graphical User Interface
+("GUI") toolkit for UNIX, Microsoft Windows and Apple OS X. Each
+of the chapters in this manual is designed as a tutorial for
+using FLTK, while the appendices provide a convenient reference
+for all FLTK widgets, functions, and operating system
+interfaces.
+
+<B>This manual may be printed, modified, and/or used under
+the terms of the FLTK license provided in \ref license.</B>
+
+\section preface_organisation Organization
+
+This manual is organized into the following chapters and appendices:
+
+\li \ref intro
+\li \ref basics
+\li \ref common
+\li \ref editor
+\li \ref drawing
+\li \ref events
+\li \ref subclassing
+\li \ref opengl
+\li \ref fluid
+\li \ref advanced
+\li \ref unicode
+\li \ref enumerations
+\li \ref glut
+\li \ref forms
+\li \ref osissues
+\li \ref migration_1_1
+\li \ref migration_1_3
+\li \ref development
+\li \ref license
+\li \ref examples
+
+\section preface_conventions Conventions
+
+This manual was generated using Doxygen
+(see http://www.doxygen.org/)
+to process the source code itself, special comments in the code,
+and additional documentation files.
+In general, Doxygen recognizes and denotes the following entities as shown:
+- classes, such as Fl_Widget,
+- methods, such as Fl_Widget::callback(Fl_Callback* cb, void* p),
+- functions, such as fl_draw(const char *str, int x, int y),
+- internal links, such as \ref preface_conventions,
+- external links, such as http://www.stack.nl/~dimitri/doxygen/
+
+Other code samples and commands are shown in <tt>regular courier type</tt>.
+
+\section preface_abbreviations Abbreviations
+
+The following abbreviations are used in this manual:
+
+\par X11
+The X Window System version 11.
+
+\par Xlib
+The X Window System interface library.
+
+\par MS Windows, <tt>WIN32</tt>
+The Microsoft Windows Application Programmer's Interface for Windows 2000,
+Windows XP, Windows Vista, and Windows 7. FLTK uses the preprocessor definition
+<tt>WIN32</tt> for the 32 bit and 64 bit MS Windows API.
+
+\par OS X, <tt>__APPLE__</tt>
+The Apple desktop operating sytem OS X 10.0 and later. MacOS 8 and 9 support
+was dropped after FLTK 1.0.10. FLTK uses the preprocessor definition
+<tt>__APPLE__</tt> for OS X.
+
+\section preface_copyrights Copyrights and Trademarks
+
+FLTK is Copyright 1998-2010 by Bill Spitzak and others. Use and
+distribution of FLTK is governed by the GNU Library General Public
+License with 4 exceptions, located in \ref license.
+
+UNIX is a registered trademark of the X Open Group, Inc.
+Microsoft and Windows are registered trademarks of Microsoft
+Corporation. OpenGL is a registered trademark of Silicon
+Graphics, Inc. Apple, Macintosh, MacOS, and Mac OS X are
+registered trademarks of Apple Computer, Inc.
+
+
+\htmlonly
+<hr>
+<table summary="navigation bar" width="100%" border="0">
+<tr>
+ <td width="45%" align="LEFT">
+ <a class="el" href="main.html">
+ [Prev]
+ Main Page
+ </a>
+ </td>
+ <td width="10%" align="CENTER">
+ <a class="el" href="main.html">[Index]</a>
+ </td>
+ <td width="45%" align="RIGHT">
+ <a class="el" href="intro.html">
+ Introduction to FLTK
+ [Next]
+ </a>
+ </td>
+</tr>
+</table>
+\endhtmlonly
+
+*/
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+/**
+
+ \page subclassing Adding and Extending Widgets
+
+
+This chapter describes how to add your own widgets or extend existing
+widgets in FLTK.
+
+\section subclassing_subclassing Subclassing
+
+New widgets are created by \e subclassing an existing FLTK widget,
+typically Fl_Widget for controls and Fl_Group for composite widgets.
+
+A control widget typically interacts with the user to receive and/or
+display a value of some sort.
+
+A composite widget holds a list of child widgets and handles moving,
+sizing, showing, or hiding them as needed. Fl_Group is the main
+composite widget class in FLTK, and all of the other composite widgets
+(Fl_Pack, Fl_Scroll, Fl_Tabs, Fl_Tile, and Fl_Window) are subclasses of it.
+
+You can also subclass other existing widgets to provide a different
+look or user-interface. For example, the button widgets are all
+subclasses of Fl_Button since they all interact with the user
+via a mouse button click. The only difference is the code that draws
+the face of the button.
+
+\section subclassing_fl_widget Making a Subclass of Fl_Widget
+
+Your subclasses can directly descend from Fl_Widget or any
+subclass of Fl_Widget. Fl_Widget has only four
+virtual methods, and overriding some or all of these may be necessary.
+
+\section subclassing_constructor The Constructor
+
+The constructor should have the following arguments:
+
+\code
+MyClass(int x, int y, int w, int h, const char *label = 0);
+\endcode
+
+This will allow the class to be used in
+\ref fluid "FLUID"
+without problems.
+
+The constructor must call the constructor for the base class and
+pass the same arguments:
+
+\code
+MyClass::MyClass(int x, int y, int w, int h, const char *label)
+: Fl_Widget(x, y, w, h, label) {
+// do initialization stuff...
+}
+\endcode
+
+Fl_Widget's protected constructor sets \p x(), \p y(),
+\p w(), \p h(), and \p label() to the passed values
+and initializes the other instance variables to:
+
+\code
+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);
+\endcode
+
+\section subclassing_protected Protected Methods of Fl_Widget
+
+The following methods are provided for subclasses to use:
+
+\li \ref subclassing_clear_visible "clear_visible()"
+\li \ref subclassing_damage "damage()"
+\li \ref subclassing_draw_box "draw_box()"
+\li \ref subclassing_draw_focus "draw_focus()"
+\li \ref subclassing_draw_label "draw_label()"
+\li \ref subclassing_set_flag "set_flag()"
+\li \ref subclassing_set_visible "set_visible()"
+\li \ref subclassing_test_shortcut "test_shortcut()"
+\li \ref subclassing_type "type()"
+
+\anchor subclassing_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()
+
+\par
+The first form indicates that a partial update of the object is
+needed. The bits in mask are OR'd into
+\ref subclassing_damage "damage()".
+Your \p draw() routine can examine these bits to limit what it is
+drawing. The public method Fl_Widget::redraw() simply does
+\p Fl_Widget::damage(FL_DAMAGE_ALL),
+but the implementation of your widget can call the public
+\p damage(n).
+
+\par
+The second form indicates that a region is damaged. If only these
+calls are done in a window (no calls to \p damage(n)) then FLTK
+will clip to the union of all these calls before drawing anything.
+This can greatly speed up incremental displays. The mask bits are
+OR'd into \p damage() unless this is a Fl_Window widget.
+
+\par
+The third form returns the bitwise-OR of all \p damage(n)
+calls done since the last \p draw().
+
+\par
+<I>When redrawing your widgets you should look at the damage bits to
+see what parts of your widget need redrawing.</I> The \p handle()
+method can then set individual damage bits to limit the amount of drawing
+that needs to be done:
+\code
+MyClass::handle(int event) {
+ ...
+ if (change_to_part1) damage(1);
+ if (change_to_part2) damage(2);
+ if (change_to_part3) damage(4);
+}
+
+MyClass::draw() {
+ if (damage() & FL_DAMAGE_ALL) {
+ ... draw frame/box and other static stuff ...
+ }
+
+ if (damage() & (FL_DAMAGE_ALL | 1)) draw_part1();
+ if (damage() & (FL_DAMAGE_ALL | 2)) draw_part2();
+ if (damage() & (FL_DAMAGE_ALL | 4)) draw_part3();
+}
+\endcode
+
+\todo Clarify Fl_Window::damage(n) handling - seems confused/wrong?
+ ORing value doesn't match setting behaviour in FL_Widget.H!
+
+\anchor subclassing_draw_box
+void Fl_Widget::draw_box() const <br>
+void Fl_Widget::draw_box(Fl_Boxtype t, Fl_Color c) const
+
+\par
+The first form draws this widget's \p box(), using the
+dimensions of the widget. The second form uses \p t as the box
+type and \p c as the color for the box.
+
+\anchor subclassing_draw_focus
+void Fl_Widget::draw_focus() <br>
+void Fl_Widget::draw_focus(Fl_Boxtype t, int x, int y, int w, int h) const
+
+\par
+Draws a focus box inside the widget's bounding box. The second
+form allows you to specify a different bounding box.
+
+\anchor subclassing_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
+
+\par
+The first form is the usual function for a \p draw() 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).
+
+\par
+The second form uses the passed bounding box instead of the widget's
+bounding box. This is useful so "centered" labels are aligned with some
+feature, like a moving slider.
+
+\par
+The third form draws the label anywhere. It acts as though
+\p FL_ALIGN_INSIDE has been forced on so the label will appear inside
+the passed bounding box. This is designed for parent groups to draw
+labels with.
+
+\anchor subclassing_set_flag
+void Fl_Widget::set_flag(int c) <br>
+
+\par
+Calling \p set_flag(SHORTCUT_LABEL) modifies the behavior of
+\ref subclassing_draw_label "draw_label()" so that '\&' characters
+cause an underscore to be printed under the next letter.
+
+\anchor subclassing_clear_visible
+\anchor subclassing_set_visible
+void Fl_Widget::set_visible() <br>
+void Fl_Widget::clear_visible()
+
+\par
+Fast inline versions of Fl_Widget::hide() and Fl_Widget::show().
+These do not send the \p FL_HIDE and \p FL_SHOW events to the widget.
+
+\anchor subclassing_test_shortcut
+int Fl_Widget::test_shortcut() <br>
+static int Fl_Widget::test_shortcut(const char *s)
+
+\par
+The first version tests Fl_Widget::label() against the current event
+(which should be a \p FL_SHORTCUT event). If the label contains a '&'
+character and the character after it matches the keypress, this returns
+true. This returns false if the \p SHORTCUT_LABEL flag is off, if the
+label is \p NULL, or does not have a '&' character in it, or if the
+keypress does not match the character.
+
+\par
+The second version lets you do this test against an arbitrary string.
+
+\todo Clarify Fl_Widget::test_shortcut() explanations. Fl_Widget.h
+ says Internal Use only, but subclassing chapter gives details!
+
+\anchor subclassing_type
+uchar Fl_Widget::type() const <br>
+void Fl_Widget::type(uchar t)
+
+\par
+The property Fl_Widget::type() 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.
+
+\par
+FLTK does not use RTTI (Run Time Typing Information), to enhance
+portability. But this may change in the near future if RTTI becomes
+standard everywhere.
+
+\par
+If you don't have RTTI you can use the clumsy FLTK mechanism, by
+having \p type() use a unique value. These unique values must
+be greater than the symbol \p FL_RESERVED_TYPE (which is 100) and
+less than \p FL_WINDOW (unless you make a subclass of Fl_Window).
+Look through the header files for \p FL_RESERVED_TYPE to find an
+unused number. If you make a subclass of Fl_Window you must use
+<tt>FL_WINDOW + n</tt> (where \p n must be in the range 1 to 7).
+
+\section subclassing_events Handling Events
+
+The virtual method Fl_Widget::handle(int event) is called
+to handle each event passed to the widget. It can:
+
+\li Change the state of the widget.
+\li Call Fl_Widget::redraw() if the widget needs to be redisplayed.
+\li Call Fl_Widget::damage(uchar c) if the widget needs a partial-update
+ (assuming you provide support for this in your
+ \ref subclassing_drawing "draw()"
+ method).
+\li Call Fl_Widget::do_callback() if a callback should be generated.
+\li Call Fl_Widget::handle() on child widgets.
+
+Events are identified by the integer argument. Other information
+about the most recent event is stored in static locations and acquired
+by calling the
+\ref events_event_xxx.
+This information remains valid until another event is handled.
+
+Here is a sample \p handle() method for a widget that acts as
+a pushbutton and also accepts the keystroke \p 'x' to cause the callback:
+
+\code
+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);
+ }
+}
+\endcode
+
+You must return non-zero if your \p handle() method
+uses the event. If you return zero, the parent widget will try
+sending the event to another widget.
+
+For debugging purposes, event numbers can be printed as their actual event names
+using the \ref fl_eventnames[] array, e.g.:
+\code
+ #include <FL/names.h> // defines fl_eventnames[]
+ [..]
+ int MyClass::handle(int e) {
+ printf("Event was %s (%d)\n", fl_eventnames[e], e); // e.g. "Event was FL_PUSH (1)"
+ [..]
+\endcode
+
+\section subclassing_drawing Drawing the Widget
+
+The \p draw() virtual method is called when FLTK wants
+you to redraw your widget. It will be called if and only if
+\p damage() is non-zero, and \p damage() will be
+cleared to zero after it returns. The \p draw() method
+should be declared protected so that it can't be called from
+non-drawing code.
+
+The \p damage() value contains the bitwise-OR of all
+the \p damage(n) calls to this widget since it was last
+drawn. This can be used for minimal update, by only redrawing
+the parts whose bits are set. FLTK will turn on the
+\p FL_DAMAGE_ALL bit if it thinks the entire widget must
+be redrawn, e.g. for an expose event.
+
+Expose events (and the
+\ref subclassing_damage "damage(mask,x,y,w,h)" function described
+above) will cause \p draw() to be called with FLTK's
+\ref ssect_Clipping "clipping"
+turned on. You can greatly speed up redrawing in some
+cases by testing \p fl_not_clipped(x,y,w,h) or \p %fl_clip_box()
+and skipping invisible parts.
+
+Besides the protected methods described above, FLTK provides a large
+number of basic drawing functions, which are described in the chapter
+\ref drawing.
+
+\section subclassing_resizing Resizing the Widget
+
+The \p resize(x,y,w,h) method is called when
+the widget is being resized or moved. The arguments are the new
+position, width, and height. \p x(), \p y(), \p w(),
+and \p h() still remain the old size. You must call \p resize()
+on your base class with the same arguments to get the widget size to
+actually change.
+
+This should \e not call \p redraw(), at least if only the
+\p x() and \p y() change. This is because composite widgets like
+Fl_Scroll may have a more efficient way of drawing the new position.
+
+\section subclassing_composite Making a Composite Widget
+
+A "composite" widget contains one or more "child" widgets.
+To make a composite widget you should subclass Fl_Group.
+It is possible to make a composite object that is not a subclass of
+Fl_Group, but you'll have to duplicate the code in Fl_Group
+anyways.
+
+Instances of the child widgets may be included in the parent:
+
+\code
+class MyClass : public Fl_Group {
+ Fl_Button the_button;
+ Fl_Slider the_slider;
+ ...
+};
+\endcode
+
+The constructor has to initialize these instances. They are automatically
+added to the group, since the Fl_Group constructor does
+Fl_Group::begin().
+<I>Don't forget to call Fl_Group::end() or use the Fl_End pseudo-class:</I>
+
+\code
+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!
+}
+\endcode
+
+The child widgets need callbacks. These will be called with a pointer
+to the children, but the widget itself may be found in the \p parent()
+pointer of the child. Usually these callbacks can be static private
+methods, with a matching private method:
+
+\code
+void MyClass::static_slider_cb(Fl_Widget* v, void *) { // static method
+ ((MyClass*)(v->parent())->slider_cb();
+}
+void MyClass::slider_cb() { // normal method
+ use(the_slider->value());
+}
+\endcode
+
+If you make the \p handle() method, you can quickly pass all the
+events to the children using the Fl_Group::handle() method.
+You don't need to override \p handle() if your composite widget
+does nothing other than pass events to the children:
+
+\code
+int MyClass::handle(int event) {
+ if (Fl_Group::handle(event)) return 1;
+ ... handle events that children don't want ...
+}
+\endcode
+
+If you override \p draw() you need to draw all the children.
+If \p redraw() or \p damage() is called on a child,
+\p damage(FL_DAMAGE_CHILD) is done to the group,
+so this bit of \p damage() can be used to indicate
+that a child needs to be drawn. It is fastest if you avoid
+drawing anything else in this case:
+
+\code
+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
+ }
+ }
+}
+\endcode
+
+Fl_Group provides some protected methods to make drawing easier:
+
+\li \ref subclassing_draw_child "draw_child()"
+\li \ref subclassing_draw_children "draw_children()"
+\li \ref subclassing_draw_outside_label "draw_outside_label()"
+\li \ref subclassing_update_child "update_child()"
+
+\anchor subclassing_draw_child
+void Fl_Group::draw_child(Fl_Widget &widget) const
+
+\par
+This will force the child's \p damage() bits all to one and call
+\p draw() on it, then clear the \p damage(). 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 \p visible() or if it is
+clipped.
+
+\anchor subclassing_draw_children
+void Fl_Group::draw_children()
+
+\par
+A convenience function that draws all children of the group.
+This is useful if you derived a widget from Fl_Group and want to draw
+a special border or background. You can call \p draw_children() from the
+derived \p draw() method after drawing the box, border, or background.
+
+\anchor subclassing_draw_outside_label
+void Fl_Group::draw_outside_label(const Fl_Widget &widget) const
+
+\par
+Draw the labels that are \e not drawn by
+\ref subclassing_draw_label "draw_label()".
+If you want more control over the label positions you might want to call
+<tt>child->draw_label(x,y,w,h,a)</tt>.
+
+\anchor subclassing_update_child
+void Fl_Group::update_child(Fl_Widget& widget) const
+
+\par
+Draws the child only if its \p damage() is non-zero. You
+should call this on all the children if your own damage is equal to
+\p FL_DAMAGE_CHILD. Nothing is done if the child is not \p visible()
+or if it is clipped.
+
+\section subclassing_cutnpaste Cut and Paste Support
+
+FLTK provides routines to cut and paste 8-bit text (in the future this
+may be UTF-8) between applications:
+
+\li Fl::paste()
+\li Fl::selection()
+\li Fl::selection_owner()
+
+It may be possible to cut/paste non-text data by using Fl::add_handler().
+Note that handling events beyond those provided by FLTK may be operating
+system specific. See \ref osissues for more details.
+
+\section subclassing_dragndrop Drag And Drop Support
+
+FLTK provides routines to drag and drop 8-bit text between applications:
+
+Drag'n'drop operations are initiated by copying data to the
+clipboard and calling the function Fl::dnd().
+
+Drop attempts are handled via the following events,
+already described under \ref events_dnd in a previous chapter:
+
+\li \p FL_DND_ENTER
+\li \p FL_DND_DRAG
+\li \p FL_DND_LEAVE
+\li \p FL_DND_RELEASE
+\li \p FL_PASTE
+
+\section subclassing_fl_window Making a subclass of Fl_Window
+
+You may want your widget to be a subclass of
+Fl_Window, Fl_Double_Window, or
+Fl_Gl_Window. This can be useful if your widget wants
+to occupy an entire window, and can also be used to take
+advantage of system-provided clipping, or to work with a library
+that expects a system window ID to indicate where to draw.
+
+Subclassing Fl_Window is almost exactly like
+subclassing Fl_Group, and in fact you can easily
+switch a subclass back and forth. Watch out for the following
+differences:
+
+-# Fl_Window is a subclass of Fl_Group so
+ <I>make sure your constructor calls</I> \p end()
+ unless you actually want children added to your window.
+-# When handling events and drawing, the upper-left corner is at
+ 0,0, not <tt>x(),y()</tt> as in other Fl_Widget'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>.
+
+You may also want to subclass Fl_Window in order to
+get access to different visuals or to change other attributes of
+the windows. See the
+\ref osissues chapter for more information.
+
+
+\htmlonly
+<hr>
+<table summary="navigation bar" width="100%" border="0">
+<tr>
+ <td width="45%" align="LEFT">
+ <a class="el" href="events.html">
+ [Prev]
+ Handling Events
+ </a>
+ </td>
+ <td width="10%" align="CENTER">
+ <a class="el" href="main.html">[Index]</a>
+ </td>
+ <td width="45%" align="RIGHT">
+ <a class="el" href="opengl.html">
+ Using OpenGL
+ [Next]
+ </a>
+ </td>
+</tr>
+</table>
+\endhtmlonly
+
+*/
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+.TH sudoku 6 "FLTK Sudoku" "15 January 2006"
+.SH NAME
+sudoku \- the fltk sudoku game
+.sp
+.SH SYNOPSIS
+\fISudoku\fR is a FLTK-based version of the game of Sudoku.
+Sudoku (pronounced soo-dough-coo with the emphasis on the first
+syllable) is a simple number-based puzzle/game played on a 9x9
+grid that is divided into 3x3 subgrids. The goal is to enter a
+number from 1 to 9 in each cell so that each number appears only
+once in each column and row.
+.LP
+At the start of a new game, Sudoku fills in a random selection of
+cells for you - the number of cells depends on the difficulty
+level you use. Click in any of the empty cells or use the arrow
+keys to highlight individual cells and press a number from 1 to 9
+to fill in the cell. To clear a cell, press 0, Delete, or
+Backspace. As you complete each subgrid, correct subgrids are
+highlighted in green. When you have successfully completed all
+subgrids, the entire puzzle is highlighted until you start a new
+game.
+.LP
+As you work to complete the puzzle, you can display possible
+solutions inside each cell by holding the Shift key and pressing
+each number in turn. Repeat the process to remove individual
+numbers, or press a number without the Shift key to replace them
+with the actual number to use.
+.SH SEE ALSO
+fltk(3)
+.br
+FLTK Web Site, http://www.fltk.org/
+.SH AUTHOR
+Michael R Sweet.
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+/**
+
+ \page unicode Unicode and UTF-8 Support
+
+This chapter explains how FLTK handles international
+text via Unicode and UTF-8.
+
+Unicode support was only recently added to FLTK and is
+still incomplete. This chapter is Work in Progress, reflecting
+the current state of Unicode support.
+
+\section unicode_about About Unicode, ISO 10646 and UTF-8
+
+The summary of Unicode, ISO 10646 and UTF-8 given below is
+deliberately brief, and provides just enough information for
+the rest of this chapter.
+For further information, please see:
+- http://www.unicode.org
+- http://www.iso.org
+- http://en.wikipedia.org/wiki/Unicode
+- http://www.cl.cam.ac.uk/~mgk25/unicode.html
+- http://www.apps.ietf.org/rfc/rfc3629.html
+
+\par The Unicode Standard
+
+The Unicode Standard was originally developed by a consortium of mainly
+US computer manufacturers and developers of multi-lingual software.
+It has now become a defacto standard for character encoding,
+and is supported by most of the major computing companies in the world.
+
+Before Unicode, many different systems, on different platforms,
+had been developed for encoding characters for different languages,
+but no single encoding could satisfy all languages.
+Unicode provides access to over 100,000 characters
+used in all the major languages written today,
+and is independent of platform and language.
+
+Unicode also provides higher-level concepts needed for text processing
+and typographic publishing systems, such as algorithms for sorting and
+comparing text, composite character and text rendering, right-to-left
+and bi-directional text handling.
+
+<i>There are currently no plans to add this extra functionality to FLTK.</i>
+
+\par ISO 10646
+
+The International Organisation for Standardization (ISO) had also
+been trying to develop a single unified character set.
+Although both ISO and the Unicode Consortium continue to publish
+their own standards, they have agreed to coordinate their work so
+that specific versions of the Unicode and ISO 10646 standards are
+compatible with each other.
+
+The international standard ISO 10646 defines the
+<b>Universal Character Set</b> (UCS)
+which contains the characters required for almost all known languages.
+The standard also defines three different implementation levels specifying
+how these characters can be combined.
+
+<i>There are currently no plans for handling the different implementation
+levels or the combining characters in FLTK.</i>
+
+In UCS, characters have a unique numerical code and an official name,
+and are usually shown using 'U+' and the code in hexadecimal,
+e.g. U+0041 is the "Latin capital letter A".
+The UCS characters U+0000 to U+007F correspond to US-ASCII,
+and U+0000 to U+00FF correspond to ISO 8859-1 (Latin1).
+
+ISO 10646 was originally designed to handle a 31-bit character set
+from U+00000000 to U+7FFFFFFF, but the current idea is that 21-bits
+will be sufficient for all future needs, giving characters up to
+U+10FFFF. The complete character set is sub-divided into \e planes.
+<i>Plane 0</i>, also known as the <b>Basic Multilingual Plane</b>
+(BMP), ranges from U+0000 to U+FFFD and consists of the most commonly
+used characters from previous encoding standards. Other planes
+contain characters for specialist applications.
+\todo
+Do we need this info about planes?
+
+The UCS also defines various methods of encoding characters as
+a sequence of bytes.
+UCS-2 encodes Unicode characters into two bytes,
+which is wasteful if you are only dealing with ASCII or Latin1 text,
+and insufficient if you need characters above U+00FFFF.
+UCS-4 uses four bytes, which lets it handle higher characters,
+but this is even more wasteful for ASCII or Latin1.
+
+\par UTF-8
+
+The Unicode standard defines various UCS Transformation Formats.
+UTF-16 and UTF-32 are based on units of two and four bytes.
+UCS characters requiring more than 16-bits are encoded using
+"surrogate pairs" in UTF-16.
+
+UTF-8 encodes all Unicode characters into variable length
+sequences of bytes. Unicode characters in the 7-bit ASCII
+range map to the same value and are represented as a single byte,
+making the transformation to Unicode quick and easy.
+
+All UCS characters above U+007F are encoded as a sequence of
+several bytes. The top bits of the first byte are set to show
+the length of the byte sequence, and subseqent bytes are
+always in the range 0x80 to 0x8F. This combination provides
+some level of synchronisation and error detection.
+
+<table summary="Unicode character byte sequences" align="center">
+<tr>
+ <td>Unicode range</td>
+ <td>Byte sequences</td>
+</tr>
+<tr>
+ <td><tt>U+00000000 - U+0000007F</tt></td>
+ <td><tt>0xxxxxxx</tt></td>
+</tr>
+<tr>
+ <td><tt>U+00000080 - U+000007FF</tt></td>
+ <td><tt>110xxxxx 10xxxxxx</tt></td>
+</tr>
+<tr>
+ <td><tt>U+00000800 - U+0000FFFF</tt></td>
+ <td><tt>1110xxxx 10xxxxxx 10xxxxxx</tt></td>
+</tr>
+<tr>
+ <td><tt>U+00010000 - U+001FFFFF</tt></td>
+ <td><tt>11110xxx 10xxxxxx 10xxxxxx 10xxxxxx</tt></td>
+</tr>
+<tr>
+ <td><tt>U+00200000 - U+03FFFFFF</tt></td>
+ <td><tt>111110xx 10xxxxxx 10xxxxxx 10xxxxxx 10xxxxxx</tt></td>
+</tr>
+<tr>
+ <td><tt>U+04000000 - U+7FFFFFFF</tt></td>
+ <td><tt>1111110x 10xxxxxx 10xxxxxx 10xxxxxx 10xxxxxx 10xxxxxx</tt></td>
+</tr>
+</table>
+
+Moving from ASCII encoding to Unicode will allow all new FLTK
+applications to be easily internationalized and used all
+over the world. By choosing UTF-8 encoding, FLTK remains
+largely source-code compatible to previous iteration of the
+library.
+
+\section unicode_in_fltk Unicode in FLTK
+
+\todo
+Work through the code and this documentation to harmonize
+the [<b>OksiD</b>] and [<b>fltk2</b>] functions.
+
+FLTK will be entirely converted to Unicode using UTF-8 encoding.
+If a different encoding is required by the underlying operating
+system, FLTK will convert the string as needed.
+
+It is important to note that the initial implementation of
+Unicode and UTF-8 in FLTK involves three important areas:
+
+- provision of Unicode character tables and some simple related functions;
+
+- conversion of char* variables and function parameters from single byte
+ per character representation to UTF-8 variable length sequences;
+
+- modifications to the display font interface to accept general
+ Unicode character or UCS code numbers instead of just ASCII or Latin1
+ characters.
+
+The current implementation of Unicode / UTF-8 in FLTK will impose
+the following limitations:
+
+- An implementation note in the [<b>OksiD</b>] code says that all functions
+ are LIMITED to 24 bit Unicode values, but also says that only 16 bits
+ are really used under linux and win32.
+ <b>[Can we verify this?]</b>
+
+- The [<b>fltk2</b>] %fl_utf8encode() and %fl_utf8decode() functions are
+ designed to handle Unicode characters in the range U+000000 to U+10FFFF
+ inclusive, which covers all UTF-16 characters, as specified in RFC 3629.
+ <i>Note that the user must first convert UTF-16 surrogate pairs to UCS.</i>
+
+- FLTK will only handle single characters, so composed characters
+ consisting of a base character and floating accent characters
+ will be treated as multiple characters;
+
+- FLTK will only compare or sort strings on a byte by byte basis
+ and not on a general Unicode character basis;
+
+- FLTK will not handle right-to-left or bi-directional text;
+
+ \todo
+ Verify 16/24 bit Unicode limit for different character sets?
+ OksiD's code appears limited to 16-bit whereas the FLTK2 code
+ appears to handle a wider set. What about illegal characters?
+ See comments in %fl_utf8fromwc() and %fl_utf8toUtf16().
+
+\section unicode_illegals Illegal Unicode and UTF-8 sequences
+
+Three pre-processor variables are defined in the source code that
+determine how %fl_utf8decode() handles illegal UTF-8 sequences:
+
+- if ERRORS_TO_CP1252 is set to 1 (the default), %fl_utf8decode() will
+ assume that a byte sequence starting with a byte in the range 0x80
+ to 0x9f represents a Microsoft CP1252 character, and will instead
+ return the value of an equivalent UCS character. Otherwise, it
+ will be processed as an illegal byte value as described below.
+
+- if STRICT_RFC3629 is set to 1 (not the default!) then UTF-8
+ sequences that correspond to illegal UCS values are treated as
+ errors. Illegal UCS values include those above U+10FFFF, or
+ corresponding to UTF-16 surrogate pairs. Illegal byte values
+ are handled as described below.
+
+- if ERRORS_TO_ISO8859_1 is set to 1 (the default), the illegal
+ byte value is returned unchanged, otherwise 0xFFFD, the Unicode
+ REPLACEMENT CHARACTER, is returned instead.
+
+%fl_utf8encode() is less strict, and only generates the UTF-8
+sequence for 0xFFFD, the Unicode REPLACEMENT CHARACTER, if it is
+asked to encode a UCS value above U+10FFFF.
+
+Many of the [<b>fltk2</b>] functions below use %fl_utf8decode() and
+%fl_utf8encode() in their own implementation, and are therefore
+somewhat protected from bad UTF-8 sequences.
+
+The [<b>OksiD</b>] %fl_utf8len() function assumes that the byte it is
+passed is the first byte in a UTF-8 sequence, and returns the length
+of the sequence. Trailing bytes in a UTF-8 sequence will return -1.
+
+- \b WARNING:
+ %fl_utf8len() can not distinguish between single
+ bytes representing Microsoft CP1252 characters 0x80-0x9f and
+ those forming part of a valid UTF-8 sequence. You are strongly
+ advised not to use %fl_utf8len() in your own code unless you
+ know that the byte sequence contains only valid UTF-8 sequences.
+
+- \b WARNING:
+ Some of the [OksiD] functions below use still use %fl_utf8len() in
+ their implementations. These may need further validation.
+
+Please see the individual function description for further details
+about error handling and return values.
+
+\section unicode_fltk_calls FLTK Unicode and UTF-8 functions
+
+This section currently provides a brief overview of the functions.
+For more details, consult the main text for each function via its link.
+
+int fl_utf8locale()
+ \b FLTK2
+ <br>
+\par
+\p %fl_utf8locale() returns true if the "locale" seems to indicate
+that UTF-8 encoding is used.
+\par
+<i>It is highly recommended that your change your system so this does return
+true!</i>
+
+
+int fl_utf8test(const char *src, unsigned len)
+ \b FLTK2
+ <br>
+\par
+\p %fl_utf8test() examines the first \p len bytes of \p src.
+It returns 0 if there are any illegal UTF-8 sequences;
+1 if \p src contains plain ASCII or if \p len is zero;
+or 2, 3 or 4 to indicate the range of Unicode characters found.
+
+
+int fl_utf_nb_char(const unsigned char *buf, int len)
+ \b OksiD
+ <br>
+\par
+Returns the number of UTF-8 character in the first \p len bytes of \p buf.
+
+
+int fl_unichar_to_utf8_size(Fl_Unichar)
+ <br>
+int fl_utf8bytes(unsigned ucs)
+ <br>
+\par
+Returns the number of bytes needed to encode \p ucs in UTF-8.
+
+
+int fl_utf8len(char c)
+ \b OksiD
+ <br>
+\par
+If \p c is a valid first byte of a UTF-8 encoded character sequence,
+\p %fl_utf8len() will return the number of bytes in that sequence.
+It returns -1 if \p c is not a valid first byte.
+
+
+unsigned int fl_nonspacing(unsigned int ucs)
+ \b OksiD
+ <br>
+\par
+Returns true if \p ucs is a non-spacing character.
+<b>[What are non-spacing characters?]</b>
+
+
+const char* fl_utf8back(const char *p, const char *start, const char *end)
+ \b FLTK2
+ <br>
+const char* fl_utf8fwd(const char *p, const char *start, const char *end)
+ \b FLTK2
+ <br>
+\par
+If \p p already points to the start of a UTF-8 character sequence,
+these functions will return \p p.
+Otherwise \p %fl_utf8back() searches backwards from \p p
+and \p %fl_utf8fwd() searches forwards from \p p,
+within the \p start and \p end limits,
+looking for the start of a UTF-8 character.
+
+
+unsigned int fl_utf8decode(const char *p, const char *end, int *len)
+ \b FLTK2
+ <br>
+int fl_utf8encode(unsigned ucs, char *buf)
+ \b FLTK2
+ <br>
+\par
+\p %fl_utf8decode() attempts to decode the UTF-8 character that starts
+at \p p and may not extend past \p end.
+It returns the Unicode value, and the length of the UTF-8 character sequence
+is returned via the \p len argument.
+\p %fl_utf8encode() writes the UTF-8 encoding of \p ucs into \p buf
+and returns the number of bytes in the sequence.
+See the main documentation for the treatment of illegal Unicode
+and UTF-8 sequences.
+
+
+unsigned int fl_utf8froma(char *dst, unsigned dstlen, const char *src, unsigned srclen)
+ \b FLTK2
+ <br>
+unsigned int fl_utf8toa(const char *src, unsigned srclen, char *dst, unsigned dstlen)
+ \b FLTK2
+ <br>
+\par
+\p %fl_utf8froma() converts a character string containing single bytes
+per character (i.e. ASCII or ISO-8859-1) into UTF-8.
+If the \p src string contains only ASCII characters, the return value will
+be the same as \p srclen.
+\par
+\p %fl_utf8toa() converts a string containing UTF-8 characters into
+single byte characters. UTF-8 characters do not correspond to ASCII
+or ISO-8859-1 characters below 0xFF are replaced with '?'.
+
+\par
+Both functions return the number of bytes that would be written, not
+counting the null terminator.
+\p destlen provides a means of limiting the number of bytes written,
+so setting \p destlen to zero is a means of measuring how much storage
+would be needed before doing the real conversion.
+
+
+char* fl_utf2mbcs(const char *src)
+ \b OksiD
+ <br>
+\par
+converts a UTF-8 string to a local multi-byte character string.
+<b>[More info required here!]</b>
+
+unsigned int fl_utf8fromwc(char *dst, unsigned dstlen, const wchar_t *src, unsigned srclen)
+ \b FLTK2
+ <br>
+unsigned int fl_utf8towc(const char *src, unsigned srclen, wchar_t *dst, unsigned dstlen)
+ \b FLTK2
+ <br>
+unsigned int fl_utf8toUtf16(const char *src, unsigned srclen, unsigned short *dst, unsigned dstlen)
+ \b FLTK2
+ <br>
+\par
+These routines convert between UTF-8 and \p wchar_t or "wide character"
+strings.
+The difficulty lies in the fact \p sizeof(wchar_t) is 2 on Windows
+and 4 on Linux and most other systems.
+Therefore some "wide characters" on Windows may be represented
+as "surrogate pairs" of more than one \p wchar_t.
+
+\par
+\p %fl_utf8fromwc() converts from a "wide character" string to UTF-8.
+Note that \p srclen is the number of \p wchar_t elements in the source
+string and on Windows and this might be larger than the number of characters.
+\p dstlen specifies the maximum number of \b bytes to copy, including
+the null terminator.
+
+\par
+\p %fl_utf8towc() converts a UTF-8 string into a "wide character" string.
+Note that on Windows, some "wide characters" might result in "surrogate
+pairs" and therefore the return value might be more than the number of
+characters.
+\p dstlen specifies the maximum number of \b wchar_t elements to copy,
+including a zero terminating element.
+<b>[Is this all worded correctly?]</b>
+
+\par
+\p %fl_utf8toUtf16() converts a UTF-8 string into a "wide character"
+string using UTF-16 encoding to handle the "surrogate pairs" on Windows.
+\p dstlen specifies the maximum number of \b wchar_t elements to copy,
+including a zero terminating element.
+<b>[Is this all worded correctly?]</b>
+
+\par
+These routines all return the number of elements that would be required
+for a full conversion of the \p src string, including the zero terminator.
+Therefore setting \p dstlen to zero is a way of measuring how much storage
+would be needed before doing the real conversion.
+
+
+unsigned int fl_utf8from_mb(char *dst, unsigned dstlen, const char *src, unsigned srclen)
+ \b FLTK2
+ <br>
+unsigned int fl_utf8to_mb(const char *src, unsigned srclen, char *dst, unsigned dstlen)
+ \b FLTK2
+ <br>
+\par
+These functions convert between UTF-8 and the locale-specific multi-byte
+encodings used on some systems for filenames, etc.
+If fl_utf8locale() returns true, these functions don't do anything useful.
+<b>[Is this all worded correctly?]</b>
+
+
+int fl_tolower(unsigned int ucs)
+ \b OksiD
+ <br>
+int fl_toupper(unsigned int ucs)
+ \b OksiD
+ <br>
+int fl_utf_tolower(const unsigned char *str, int len, char *buf)
+ \b OksiD
+ <br>
+int fl_utf_toupper(const unsigned char *str, int len, char *buf)
+ \b OksiD
+ <br>
+\par
+\p %fl_tolower() and \p %fl_toupper() convert a single Unicode character
+from upper to lower case, and vice versa.
+\p %fl_utf_tolower() and \p %fl_utf_toupper() convert a string of bytes,
+some of which may be multi-byte UTF-8 encodings of Unicode characters,
+from upper to lower case, and vice versa.
+\par
+Warning: to be safe, \p buf length must be at least \p 3*len
+[for 16-bit Unicode]
+
+
+int fl_utf_strcasecmp(const char *s1, const char *s2)
+ \b OksiD
+ <br>
+int fl_utf_strncasecmp(const char *s1, const char *s2, int n)
+ \b OksiD
+ <br>
+\par
+\p %fl_utf_strcasecmp() is a UTF-8 aware string comparison function that
+converts the strings to lower case Unicode as part of the comparison.
+\p %flt_utf_strncasecmp() only compares the first \p n characters [bytes?]
+
+
+\section unicode_system_calls FLTK Unicode versions of system calls
+
+- int fl_access(const char* f, int mode)
+ \b OksiD
+- int fl_chmod(const char* f, int mode)
+ \b OksiD
+- int fl_execvp(const char* file, char* const* argv)
+ \b OksiD
+- FILE* fl_fopen(cont char* f, const char* mode)
+ \b OksiD
+- char* fl_getcwd(char* buf, int maxlen)
+ \b OksiD
+- char* fl_getenv(const char* name)
+ \b OksiD
+- char fl_make_path(const char* path) - returns char ?
+ \b OksiD
+- void fl_make_path_for_file(const char* path)
+ \b OksiD
+- int fl_mkdir(const char* f, int mode)
+ \b OksiD
+- int fl_open(const char* f, int o, ...)
+ \b OksiD
+- int fl_rename(const char* f, const char* t)
+ \b OksiD
+- int fl_rmdir(const char* f)
+ \b OksiD
+- int fl_stat(const char* path, struct stat* buffer)
+ \b OksiD
+- int fl_system(const char* f)
+ \b OksiD
+- int fl_unlink(const char* f)
+ \b OksiD
+
+\par TODO:
+
+\li more doc on unicode, add links
+\li write something about filename encoding on OS X...
+\li explain the fl_utf8_... commands
+\li explain issues with Fl_Preferences
+\li why FLTK has no Fl_String class
+
+\htmlonly
+<hr>
+<table summary="navigation bar" width="100%" border="0">
+<tr>
+ <td width="45%" align="LEFT">
+ <a class="el" href="advanced.html">
+ [Prev]
+ Advanced FLTK
+ </a>
+ </td>
+ <td width="10%" align="CENTER">
+ <a class="el" href="main.html">[Index]</a>
+ </td>
+ <td width="45%" align="RIGHT">
+ <a class="el" href="enumerations.html">
+ FLTK Enumerations
+ [Next]
+ </a>
+ </td>
+</tr>
+</table>
+\endhtmlonly
+
+*/
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