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| author | Albrecht Schlosser <albrechts.fltk@online.de> | 2008-09-13 15:55:32 +0000 |
|---|---|---|
| committer | Albrecht Schlosser <albrechts.fltk@online.de> | 2008-09-13 15:55:32 +0000 |
| commit | 8416a4012ecb985d150fad566659cf59ee1dc3aa (patch) | |
| tree | a0b52461eeeaf926de99392145c087e96f6c36e1 /documentation/drawing.dox | |
| parent | 054d25081a74d504eb38042ffbd9acf70be4de1d (diff) | |
Doxygen documentation - WP12 and WP13 - first step.
Converted the descriptive chapters of the html docs to doxygen format
and modified index.dox accordingly.
This checkin includes only trivial reformatting, no major rewriting.
Added a chapter "Migrating Code from FLTK 1.1 to 1.3".
All links on the main page are working now.
Todo:
- Check doxygen error messages, rewrite pages (html tags, contents).
- Fill the new "Migrating..." chapter.
git-svn-id: file:///fltk/svn/fltk/branches/branch-1.3@6224 ea41ed52-d2ee-0310-a9c1-e6b18d33e121
Diffstat (limited to 'documentation/drawing.dox')
| -rw-r--r-- | documentation/drawing.dox | 967 |
1 files changed, 967 insertions, 0 deletions
diff --git a/documentation/drawing.dox b/documentation/drawing.dox new file mode 100644 index 000000000..29694cc00 --- /dev/null +++ b/documentation/drawing.dox @@ -0,0 +1,967 @@ +/** + + \page drawing 5 - Drawing Things in FLTK + +<P>This chapter covers the drawing functions that are provided with FLTK. + +<H2>When Can You Draw Things in FLTK?</H2> + +<P>There are only certain places you can execute drawing code in FLTK. +Calling these functions at other places will result in undefined +behavior! + +<UL> + + <LI>The most common place is inside the virtual method + <A + href="subclassing.html#draw"><TT>Fl_Widget::draw()</TT></A>. + To write code here, you must subclass one of the + existing <TT>Fl_Widget</TT> classes and implement your + own version of <TT>draw()</TT>.</LI> + + <LI>You can also write <A + href="common.html#boxtypes">boxtypes</A> and <A + href="common.html#labeltypes">labeltypes</A>. These are + small procedures that can be called by existing <A + HREF="subclassing.html#draw"><TT>Fl_Widget::draw()</TT></A> + methods. These "types" are identified by an + 8-bit index that is stored in the widget's + <TT>box()</TT>, <TT>labeltype()</TT>, and possibly other + properties.</LI> + + <LI>You can call <A + href="Fl_Window.html#Fl_Window.make_current"><TT>Fl_Window::make_current()</TT></A> + to do incremental update of a widget. Use <A + href=Fl_Widget.html#Fl_Widget.window><TT>Fl_Widget::window()</TT></A> + to find the window.</LI> + +</UL> + +<H2>FLTK Drawing Functions</H2> + +<P>To use the drawing functions you must first include the +<TT><FL/fl_draw.H></TT> header file. FLTK provides the +following types of drawing functions: + +<UL> + + <LI><A href="#boxdraw">Boxes</A></LI> + + <LI><A href="#clipping">Clipping</A></LI> + + <LI><A href="#colors">Colors</A></LI> + + <LI><A href="#lines">Line dashes and thickness</A></LI> + + <LI><A href="#fast">Fast Shapes</A></LI> + + <LI><A href="#complex">Complex Shapes</A></LI> + + <LI><A href="#text">Text</A></LI> + + <LI><A href="#images">Images</A></LI> + + <LI><A href="#overlay">Overlay</A></LI> + + <LI><A href="#offscreen">Offscreen Drawing</A></LI> + +</UL> + +<H3><A name="boxdraw">Boxes</A></H3> + +<P>FLTK provides three functions that can be used to draw boxes +for buttons and other UI controls. Each function uses the +supplied upper-lefthand corner and width and height to determine +where to draw the box. + +<H4><A NAME="fl_draw_box">void fl_draw_box(Fl_Boxtype b, int x, int y, int w, int h, Fl_Color c);</A></H4> + +<P>The first box drawing function is <CODE>fl_draw_box()</CODE> +which draws a standard boxtype <CODE>c</CODE> in the specified +color <CODE>c</CODE>. + +<H4><A NAME="fl_frame">void fl_frame(const char *s, int x, int y, int w, int h);</A></H4> + +<P>The <CODE>fl_frame()</CODE> function draws a series of line +segments around the given box. The string <CODE>s</CODE> must +contain groups of 4 letters which specify one of 24 standard +grayscale values, where 'A' is black and 'X' is white. The order +of each set of 4 characters is: top, left, bottom, right. The +results of calling <CODE>fl_frame()</CODE> with a string that is +not a multiple of 4 characters in length are undefined. + +<P>The only difference between this function and +<CODE>fl_frame2()</CODE> is the order of the line segments. + +<P>See also: <A HREF="common.html#fl_frame">fl_frame boxtype</A>. + +<H4><A NAME="fl_frame2">void fl_frame2(const char *s, int x, int y, int w, int h);</A></H4> + +<P>The <CODE>fl_frame2()</CODE> function draws a series of line +segments around the given box. The string <CODE>s</CODE> must +contain groups of 4 letters which specify one of 24 standard +grayscale values, where 'A' is black and 'X' is white. The order +of each set of 4 characters is: bottom, right, top, left. The +results of calling <CODE>fl_frame2()</CODE> with a string that is +not a multiple of 4 characters in length are undefined. + +<P>The only difference between this function and +<CODE>fl_frame()</CODE> is the order of the line segments. + +<H3><A name="clipping">Clipping</A></H3> + +<P>You can limit all your drawing to a rectangular region by calling +<TT>fl_push_clip</TT>, and put the drawings back by using <TT>fl_pop_clip</TT>. +This rectangle is measured in pixels and is unaffected by the current +transformation matrix. + +<P>In addition, the system may provide clipping when updating windows +which may be more complex than a simple rectangle.</P> + +<H4><A name="fl_push_clip">void fl_clip(int x, int y, int w, int h)</A><BR> +void fl_push_clip(int x, int y, int w, int h)</H4> + +<P>Intersect the current clip region with a rectangle and push this new +region onto the stack. The <CODE>fl_clip()</CODE> name is deprecated and +will be removed from future releases. + +<H4><A NAME=fl_push_no_clip>void fl_push_no_clip()</A></H4> + +<P>Pushes an empty clip region on the stack so nothing will be clipped. + +<H4><A NAME=fl_pop_clip>void fl_pop_clip()</A></H4> + +<P>Restore the previous clip region. + +<CENTER><TABLE WIDTH="80%" BORDER="1" CELLPADDING="5" CELLSPACING="0" BGCOLOR="#cccccc"> +<TR> + <TD><B>Note:</B> + + <P>You must call <TT>fl_pop_clip()</TT> once for every + time you call <TT>fl_push_clip()</TT>. If you return to FLTK + with the clip stack not empty unpredictable results + occur. + + </TD> +</TR> +</TABLE></CENTER> + +<H4><A NAME=fl_not_clipped>int fl_not_clipped(int x, int y, int w, int h)</A></H4> + +<P>Returns non-zero if any of the rectangle intersects the current clip +region. If this returns 0 you don't have to draw the object. + +<CENTER><TABLE WIDTH="80%" BORDER="1" CELLPADDING="5" CELLSPACING="0" BGCOLOR="#cccccc"> +<TR> + <TD><B>Note:</B> + + <P>Under X this returns 2 if the rectangle is partially + clipped, and 1 if it is entirely inside the clip region. + + </TD> +</TR> +</TABLE></CENTER> + +<H4><A NAME=fl_clip_box>int fl_clip_box(int x, int y, int w, int h, int &X, int &Y, int &W, +int &H)</A></H4> + +<P>Intersect the rectangle <TT>x,y,w,h</TT> with the current +clip region and returns the bounding box of the result in +<TT>X,Y,W,H</TT>. Returns non-zero if the resulting rectangle is +different than the original. This can be used to limit the +necessary drawing to a rectangle. <TT>W</TT> and <TT>H</TT> are +set to zero if the rectangle is completely outside the region. + +<H4><A NAME=fl_clip_region>void fl_clip_region(Fl_Region r) +<BR>Fl_Region fl_clip_region()</A></H4> + +<P>Replace the top of the clip stack with a clipping region of any shape. +Fl_Region is an operating system specific type. The second form returns +the current clipping region. + +<H3><A name="colors">Colors</A></H3> + +<P>FLTK manages colors as 32-bit unsigned integers. Values from +0 to 255 represent colors from the FLTK 1.0.x standard colormap +and are allocated as needed on screens without TrueColor +support. The <TT>Fl_Color</TT> enumeration type defines the +standard colors and color cube for the first 256 colors. All of +these are named with symbols in <A +href="enumerations.html#colors"><TT><FL/Enumerations.H></TT></A>. + +<P>Color values greater than 255 are treated as 24-bit RGB +values. These are mapped to the closest color supported by the +screen, either from one of the 256 colors in the FLTK 1.0.x +colormap or a direct RGB value on TrueColor screens. You can +generate 24-bit RGB color values using the <A +HREF="functions.html#fl_rgb_color"><TT>fl_rgb_color()</TT></A> +function. + +<H4><A name="fl_color">void fl_color(Fl_Color)</A></H4> + +<P>Sets the color for all subsequent drawing operations. + +<P>For colormapped displays, a color cell will be allocated out +of <TT>fl_colormap</TT> the first time you use a color. If the +colormap fills up then a least-squares algorithm is used to find +the closest color.</P> + +<H4>Fl_Color fl_color()</H4> + +<P>Returns the last <TT>fl_color()</TT> that was set. This can +be used for state save/restore. + +<H4>void fl_color(uchar r, uchar g, uchar b)</H4> + +<P>Set the color for all subsequent drawing operations. The +closest possible match to the RGB color is used. The RGB color +is used directly on TrueColor displays. For colormap visuals the +nearest index in the gray ramp or color cube is used. + +<h3><A name="lines">Line Dashes and Thickness</a></h3> + +<P>FLTK supports drawing of lines with different styles and +widths. Full functionality is not available under Windows 95, 98, +and Me due to the reduced drawing functionality these operating +systems provide. + +<h4><A NAME="fl_line_style">void fl_line_style(int style, int width=0, char* dashes=0)</A></h4> + +<P>Set how to draw lines (the "pen"). If you change this it is your +responsibility to set it back to the default with +<tt>fl_line_style(0)</tt>. + +<CENTER><TABLE WIDTH="80%" BORDER="1" CELLPADDING="5" CELLSPACING="0" BGCOLOR="#cccccc"> +<TR> + <TD><B>Note:</B> + + <P>Because of how line styles are implemented on WIN32 + systems, you <I>must</I> set the line style <I>after</I> + setting the drawing color. If you set the color after + the line style you will lose the line style settings! + + </TD> +</TR> +</TABLE></CENTER> + +<P><i>style</i> is a bitmask which is a bitwise-OR of the following +values. If you don't specify a dash type you will get a solid +line. If you don't specify a cap or join type you will get a +system-defined default of whatever value is fastest. + +<ul> + + <li><tt>FL_SOLID -------</tt> + + <li><tt>FL_DASH - - - -</tt> + + <li><tt>FL_DOT .......</tt> + + <li><tt>FL_DASHDOT - . - .</tt> + + <li><tt>FL_DASHDOTDOT - .. -</tt> + + <li><tt>FL_CAP_FLAT</tt> + + <li><tt>FL_CAP_ROUND</tt> + + <li><tt>FL_CAP_SQUARE</tt> (extends past end point 1/2 line width) + + <li><tt>FL_JOIN_MITER</tt> (pointed) + + <li><tt>FL_JOIN_ROUND</tt> + + <li><tt>FL_JOIN_BEVEL</tt> (flat) + +</ul> + +<P><i>width</i> is the number of pixels thick to draw the lines. +Zero results in the system-defined default, which on both X and +Windows is somewhat different and nicer than 1. + +<!-- NEED 4in --> + +<P><i>dashes</i> is a pointer to an array of dash lengths, measured in +pixels. The first location is how long to draw a solid portion, the +next is how long to draw the gap, then the solid, etc. It is +terminated with a zero-length entry. A <TT>NULL</TT> pointer or a zero-length +array results in a solid line. Odd array sizes are not supported and +result in undefined behavior. + +<CENTER><TABLE WIDTH="80%" BORDER="1" CELLPADDING="5" CELLSPACING="0" BGCOLOR="#cccccc"> +<TR> + <TD><B>Note:</B> + + <P>The dashes array does not work under Windows 95, 98, + or Me, since those operating systems do not support + complex line styles. + + </TD> +</TR> +</TABLE></CENTER> + +<H3><A name="fast">Drawing Fast Shapes</A></H3> + +<P>These functions are used to draw almost all the FLTK widgets. +They draw on exact pixel boundaries and are as fast as possible. +Their behavior is duplicated exactly on all platforms FLTK is +ported. It is undefined whether these are affected by the <A +href="#complex">transformation matrix</A>, so you should only +call these while the matrix is set to the identity matrix (the +default). + +<H4><A NAME=fl_point>void fl_point(int x, int y)</A></H4> + +<P>Draw a single pixel at the given coordinates. + +<H4><A NAME=fl_rectf>void fl_rectf(int x, int y, int w, int h) +<BR>void fl_rectf(int x, int y, int w, int h)</A></H4> + +<P>Color a rectangle that exactly fills the given bounding box. + +<H4>void fl_rectf(int x, int y, int w, int h, uchar r, uchar g, uchar b)</H4> + +<P>Color a rectangle with "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 <A +href="#fl_draw_image"><TT>fl_draw_image()</TT></A> so that +the correct color shade is produced. + +<H4><A NAME=fl_rect>void fl_rect(int x, int y, int w, int h) +<BR>void fl_rect(int x, int y, int w, int h, Fl_Color c)</A></H4> + +<P>Draw a 1-pixel border <I>inside</I> this bounding box. + +<H4><A NAME=fl_line>void fl_line(int x, int y, int x1, int y1) +<BR>void fl_line(int x, int y, int x1, int y1, int x2, int y2)</A></H4> + +<P>Draw one or two lines between the given points. + +<H4><A NAME=fl_loop>void fl_loop(int x, int y, int x1, int y1, int x2, int y2) +<BR>void fl_loop(int x, int y, int x1, int y1, int x2, int y2, int x3, +int y3)</A></H4> + +<P>Outline a 3 or 4-sided polygon with lines. + +<H4><A NAME=fl_polygon>void fl_polygon(int x, int y, int x1, int y1, int x2, int y2) +<BR>void fl_polygon(int x, int y, int x1, int y1, int x2, int y2, int +x3, int y3)</A></H4> + +<P>Fill a 3 or 4-sided polygon. The polygon must be convex. + +<H4><A NAME=fl_xyline>void fl_xyline(int x, int y, int x1) +<BR>void fl_xyline(int x, int y, int x1, int y2) +<BR>void fl_xyline(int x, int y, int x1, int y2, int x3)</A></H4> + +<P>Draw horizontal and vertical lines. A horizontal line is +drawn first, then a vertical, then a horizontal. + +<H4><A NAME=fl_yxline>void fl_yxline(int x, int y, int y1) +<BR>void fl_yxline(int x, int y, int y1, int x2) +<BR>void fl_yxline(int x, int y, int y1, int x2, int y3)</A></H4> + +<P>Draw vertical and horizontal lines. A vertical line is drawn +first, then a horizontal, then a vertical. + +<H4><A NAME=fl_pie>void fl_arc(int x, int y, int w, int h, double a1, double a2) +<BR>void fl_pie(int x, int y, int w, int h, double a1, double a2)</A></H4> + +<P>Draw ellipse sections using integer coordinates. These +functions match the rather limited circle drawing code provided +by X and WIN32. The advantage over using <A +href="#fl_arc"><TT>fl_arc</TT></A> with floating point +coordinates is that they are faster because they often use the +hardware, and they draw much nicer small circles, since the +small sizes are often hard-coded bitmaps. + +<P>If a complete circle is drawn it will fit inside the passed bounding +box. The two angles are measured in degrees counterclockwise from +3'oclock and are the starting and ending angle of the arc, <TT>a2</TT> +must be greater or equal to <TT>a1</TT>.</P> + +<P><TT>fl_arc()</TT> draws a series of lines to approximate the arc. +Notice that the integer version of <TT>fl_arc()</TT> has a different +number of arguments than the <A href="#fl_arc"><TT>fl_arc()</TT></A> +function described later in this chapter.</P> + +<P><TT>fl_pie()</TT> draws a filled-in pie slice. This slice may +extend outside the line drawn by <TT>fl_arc</TT>; to avoid this +use <TT>w - 1</TT> and <TT>h - 1</TT>.</P> + +<h4><a name=fl_scroll>void fl_scroll(int X, int Y, int W, int H, int dx, int dy, +void (*draw_area)(void*, int,int,int,int), void* data)</a></h4> + +<P>Scroll a rectangle and draw the newly exposed portions. The contents +of the rectangular area is first shifted by <tt>dx</tt> and +<tt>dy</tt> pixels. The callback is then called for every newly +exposed rectangular area, + +<H3><A name="complex">Drawing Complex Shapes</A></H3> + +<P>The complex drawing functions let you draw arbitrary shapes +with 2-D linear transformations. The functionality matches that +found in the Adobe® PostScript<SUP>TM</SUP> language. The +exact pixels that are filled are less defined than for the fast +drawing functions so that FLTK can take advantage of drawing +hardware. On both X and WIN32 the transformed vertices are +rounded to integers before drawing the line segments: this +severely limits the accuracy of these functions for complex +graphics, so use OpenGL when greater accuracy and/or performance +is required. + +<H4><A NAME=fl_push_matrix>void fl_push_matrix() +<BR>void fl_pop_matrix()</A></H4> + +<P>Save and restore the current transformation. The maximum +depth of the stack is 4. + +<H4><A NAME=fl_scale>void fl_scale(float x, float y) +<BR>void fl_scale(float x) +<BR>void fl_translate(float x, float y) +<BR>void fl_rotate(float d) +<BR>void fl_mult_matrix(float a, float b, float c, float d, float +x, float y)</A></H4> + +<P>Concatenate another transformation onto the current one. The rotation +angle is in degrees (not radians) and is counter-clockwise. + +<H4><A NAME=fl_transform>double fl_transform_x(double x, double y) +<BR>double fl_transform_y(double x, double y) +<BR>double fl_transform_dx(double x, double y) +<BR>double fl_transform_dy(double x, double y) +<BR>void fl_transformed_vertex(double xf, double yf)</A></H4> + +<P>Transform a coordinate or a distance trough the current transformation matrix. +After transforming a coordinate pair, it can be added to the vertex +list without any forther translations using <tt>fl_transformed_vertex</tt>. + +<H4><A NAME=fl_begin_points>void fl_begin_points() +<BR>void fl_end_points()</A></H4> + +<P>Start and end drawing a list of points. Points are added to +the list with <tt>fl_vertex</tt>. + +<H4><A NAME=fl_begin_line>void fl_begin_line() +<BR>void fl_end_line()</A></H4> + +<P>Start and end drawing lines. + +<H4><A NAME=fl_begin_loop>void fl_begin_loop() +<BR> void fl_end_loop()</A></H4> + +<P>Start and end drawing a closed sequence of lines. + +<H4><A NAME=fl_begin_polygon>void fl_begin_polygon() +<BR>void fl_end_polygon()</A></H4> + +<P>Start and end drawing a convex filled polygon. + +<H4><A NAME=fl_begin_complex_polygon>void fl_begin_complex_polygon() +<BR>void fl_gap() +<BR>void fl_end_complex_polygon()</A></H4> + +<P>Start and end drawing a complex filled polygon. This polygon +may be concave, may have holes in it, or may be several +disconnected pieces. Call <TT>fl_gap()</TT> to seperate loops of +the path. It is unnecessary but harmless to call +<TT>fl_gap()</TT> before the first vertex, after the last one, +or several times in a row. + +<CENTER><TABLE WIDTH="80%" BORDER="1" CELLPADDING="5" CELLSPACING="0" BGCOLOR="#cccccc"> +<TR> + <TD><B>Note:</B> + + <P>For portability, you should only draw polygons that + appear the same whether "even/odd" or + "non-zero" winding rules are used to fill + them. Holes should be drawn in the opposite direction of + the outside loop. + + </TD> +</TR> +</TABLE></CENTER> + +<P><TT>fl_gap()</TT> should only be called between <TT> +fl_begin_complex_polygon()</TT> and +<TT>fl_end_complex_polygon()</TT>. To outline the polygon, use +<TT>fl_begin_loop()</TT> and replace each <TT>fl_gap()</TT> with +<TT>fl_end_loop();fl_begin_loop()</TT>.</P> + +<H4><A NAME=fl_vertex>void fl_vertex(float x, float y)</A></H4> +Add a single vertex to the current path. + +<H4><A NAME=fl_curve>void fl_curve(float x, float y, float x1, float y1, float x2, float +y2, float x3, float y3)</A></H4> + +<P>Add a series of points on a Bezier curve to the path. The curve ends +(and two of the points) are at <TT>x,y</TT> and <TT>x3,y3</TT>. + +<H4><A NAME="fl_arc">void fl_arc(float x, float y, float r, float start, float end)</A></H4> + +<P>Add a series of points to the current path on the arc of a +circle; you can get elliptical paths by using scale and rotate +before calling <TT>fl_arc()</TT>. <TT>x,y</TT> are the center of +the circle, and <TT>r</TT> is its radius. <TT>fl_arc()</TT> +takes <TT>start</TT> and <TT>end</TT> angles that are measured +in degrees counter-clockwise from 3 o'clock. If <TT>end</TT> is +less than <TT>start</TT> then it draws the arc in a clockwise +direction. + +<H4><A NAME=fl_circle>void fl_circle(float x, float y, float r)</A></H4> + +<P><TT>fl_circle()</TT> is equivalent to <TT>fl_arc(...,0,360)</TT> but +may be faster. It must be the <I>only</I> thing in the path: if you +want a circle as part of a complex polygon you must use <TT>fl_arc()</TT>. + +<CENTER><TABLE WIDTH="80%" BORDER="1" CELLPADDING="5" CELLSPACING="0" BGCOLOR="#cccccc"> +<TR> + <TD><B>Note:</B> + + <P><TT>fl_circle()</TT> draws incorrectly if the + transformation is both rotated and non-square scaled. + + </TD> +</TR> +</TABLE></CENTER> + +<H3><A name="text">Drawing Text</A></H3> + +<P>All text is drawn in the <A href="#fl_font">current font</A>. +It is undefined whether this location or the characters are +modified by the current transformation. + +<H4><A NAME=fl_draw>void fl_draw(const char *, int x, int y) +<BR>void fl_draw(const char *, int n, int x, int y)</A></H4> + +<P>Draw a nul-terminated string or an array of <TT>n</TT> characters +starting at the given location. Text is aligned to the left and to +the baseline of the font. To align to the bottom, subtract fl_descent() from +<i>y</i>. To align to the top, subtract fl_descent() and add fl_height(). +This version of fl_draw provides direct access to +the text drawing function of the underlying OS. It does not apply any +special handling to control characters. + +<H4>void fl_draw(const char *, int x, int y, int w, int h, +Fl_Align align, Fl_Image *img = 0, int draw_symbols = 1)</H4> + +<P>Fancy string drawing function which is used to draw all the +labels. The string is formatted and aligned inside the passed +box. Handles '\t' and '\n', expands all other control +characters to ^X, and aligns inside or against the edges of the +box described by <i>x</i>, <i>y</i>, <i>w</i> and <i>h</i>. See <A +href="Fl_Widget.html#Fl_Widget.align"><TT>Fl_Widget::align()</TT></A> +for values for <TT>align</TT>. The value +<TT>FL_ALIGN_INSIDE</TT> is ignored, as this function always +prints inside the box. + +<P>If <TT>img</TT> is provided and is not <TT>NULL</TT>, the +image is drawn above or below the text as specified by the +<TT>align</TT> value. + +<P>The <TT>draw_symbols</TT> argument specifies whether or not +to look for symbol names starting with the "@" character. + +<P>The text length is limited to 1024 caracters per line. + +<H4><A NAME=fl_measure>void fl_measure(const char *, int &w, +int &h, int draw_symbols = 1)</A></H4> + +<P>Measure how wide and tall the string will be when printed by +the <TT>fl_draw(...align)</TT> function. If the incoming +<TT>w</TT> is non-zero it will wrap to that width. + +<H4><A NAME=fl_height>int fl_height()</A></H4> + +<P>Recommended minimum line spacing for the current font. You +can also just use the value of <TT>size</TT> passed to <A +href=#fl_font><TT>fl_font()</TT></A>. + +<H4><A NAME=fl_descent>int fl_descent()</A></H4> + +<P>Recommended distance above the bottom of a +<TT>fl_height()</TT> tall box to draw the text at so it looks +centered vertically in that box. + +<H4><A NAME=fl_width>float fl_width(const char*) +<BR>float fl_width(const char*, int n) +<BR>float fl_width(uchar)</A></H4> + +<P>Return the pixel width of a nul-terminated string, a sequence of <TT>n</TT> +characters, or a single character in the current font. + +<H4><A NAME=fl_shortcut_label>const char *fl_shortcut_label(ulong)</A></H4> + +<P>Unparse a shortcut value as used by <A +href="Fl_Button.html#Fl_Button.shortcut"><TT>Fl_Button</TT></A> +or <A +href="Fl_Menu_Item.html#Fl_Menu_Item"><TT>Fl_Menu_Item</TT></A> +into a human-readable string like "Alt+N". This only +works if the shortcut is a character key or a numbered function +key. If the shortcut is zero an empty string is returned. The +return value points at a static buffer that is overwritten with +each call. + +<H3><A name="fonts">Fonts</A></H3> + +<P>FLTK supports a set of standard fonts based on the Times, +Helvetica/Arial, Courier, and Symbol typefaces, as well as +custom fonts that your application may load. Each font is +accessed by an index into a font table. + +<P>Initially only the first 16 faces are filled in. There are +symbolic names for them: <TT>FL_HELVETICA</TT>, +<TT>FL_TIMES</TT>, <TT>FL_COURIER</TT>, and modifier values +<TT>FL_BOLD</TT> and <TT>FL_ITALIC</TT> which can be added to +these, and <TT>FL_SYMBOL</TT> and <TT>FL_ZAPF_DINGBATS</TT>. +Faces greater than 255 cannot be used in <TT>Fl_Widget</TT> +labels, since <TT>Fl_Widget</TT> stores the index as a byte.</P> + +<H4><A name="fl_font">void fl_font(int face, int size)</A></H4> + +<P>Set the current font, which is then used by the routines +described above. You may call this outside a draw context if +necessary to call <TT>fl_width()</TT>, but on X this will open +the display. + +<P>The font is identified by a <TT>face</TT> and a +<TT>size</TT>. The size of the font is measured in +<TT>pixels</TT> and not "points". Lines should be spaced +<TT>size</TT> pixels apart or more.</P> + +<H4><A NAME=fl_size>int fl_font() +<BR>int fl_size()</A></H4> + +<P>Returns the face and size set by the most recent call to +<TT>fl_font(a,b)</TT>. This can be used to save/restore the +font. + +<H3><A NAME=character_encoding>Character Encoding</A></H3> + +<P>FLTK 1 supports western character sets using the eight bit encoding +of the user-selected global code page. For MS Windows and X11, the code +page is assumed to be Windows-1252/Latin1, a superset to ISO 8859-1. +On Mac OS X, we assume MacRoman. + +<P>FLTK provides the functions <tt>fl_latin1_to_local</tt>, +<tt>fl_local_to_latin1</tt>, <tt>fl_mac_roman_to_local</tt>, and +<tt>fl_local_to_mac_roman</tt> to convert strings between both +encodings. These functions are only required if your source +code contains "C"-strings with international characters and +if this source will be compiled on multiple platforms. + +<P>Assuming that the following source code was written on MS Windows, +this example will output the correct label on OS X and X11 as well. +Without the conversion call, the label on OS X would read +<tt>Fahrvergn¸gen</tt> with a deformed umlaut u. +<PRE> + btn = new Fl_Button(10, 10, 300, 25); + btn->copy_label(fl_latin1_to_local("Fahrvergnügen")); +</PRE> + +<P>If your application uses characters that are not part of both +encodings, or it will be used in areas that commonly use different +code pages, yoou might consider upgrading to FLTK 2 which supports +UTF-8 encoding. + +<H3><A name="overlay">Drawing Overlays</A></H3> + +<P>These functions allow you to draw interactive selection rectangles +without using the overlay hardware. FLTK will XOR a single rectangle +outline over a window. + +<H4>void fl_overlay_rect(int x, int y, int w, int h); +<BR>void fl_overlay_clear();</H4> + +<P><TT>fl_overlay_rect()</TT> draws a selection rectangle, erasing any +previous rectangle by XOR'ing it first. <TT>fl_overlay_clear()</TT> +will erase the rectangle without drawing a new one. + +<P>Using these functions is tricky. You should make a widget +with both a <TT>handle()</TT> and <TT>draw()</TT> method. +<TT>draw()</TT> should call <TT>fl_overlay_clear()</TT> before +doing anything else. Your <TT>handle()</TT> method should call +<TT>window()->make_current()</TT> and then +<TT>fl_overlay_rect()</TT> after <TT>FL_DRAG</TT> events, and +should call <TT>fl_overlay_clear()</TT> after a +<TT>FL_RELEASE</TT> event.</P> + +<H2><A name="images">Drawing Images</A></H2> + +<P>To draw images, you can either do it directly from data in +your memory, or you can create a <A +href="#Fl_Image"><TT>Fl_Image</TT></A> object. The advantage of +drawing directly is that it is more intuitive, and it is faster +if the image data changes more often than it is redrawn. The +advantage of using the object is that FLTK will cache translated +forms of the image (on X it uses a server pixmap) and thus +redrawing is <I>much</I> faster. + +<H3>Direct Image Drawing</H3> + +<P>The behavior when drawing images when the current +transformation matrix is not the identity is not defined, so you +should only draw images when the matrix is set to the identity. + +<H4><A NAME="fl_draw_image">void fl_draw_image(const uchar *, int X, int Y, int W, int H, int D += 3, int LD = 0) +<BR>void fl_draw_image_mono(const uchar *, int X, int Y, int W, int H, +int D = 1, int LD = 0)</A></H4> + +<P>Draw an 8-bit per color RGB or luminance image. The pointer +points at the "r" data of the top-left pixel. Color +data must be in <TT>r,g,b</TT> order. <TT>X,Y</TT> are where to +put the top-left corner. <TT>W</TT> and <TT>H</TT> define the +size of the image. <TT>D</TT> is the delta to add to the pointer +between pixels, it may be any value greater or equal to +<TT>3</TT>, or it can be negative to flip the image +horizontally. <TT>LD</TT> is the delta to add to the pointer +between lines (if 0 is passed it uses <TT>W * D</TT>), and may +be larger than <TT>W * D</TT> to crop data, or negative to flip +the image vertically. + +<P>It is highly recommended that you put the following code before the +first <TT>show()</TT> of <I>any</I> window in your program to get rid +of the dithering if possible: </P> + +<UL><PRE> +Fl::visual(FL_RGB); +</PRE></UL> + +<P>Gray scale (1-channel) images may be drawn. This is done if +<TT>abs(D)</TT> is less than 3, or by calling +<TT>fl_draw_image_mono()</TT>. Only one 8-bit sample is used for +each pixel, and on screens with different numbers of bits for +red, green, and blue only gray colors are used. Setting +<TT>D</TT> greater than 1 will let you display one channel of a +color image. + +<CENTER><TABLE WIDTH="80%" BORDER="1" CELLPADDING="5" CELLSPACING="0" BGCOLOR="#cccccc"> +<TR> + <TD><B>Note:</B> + + <P>The X version does not support all possible visuals. + If FLTK cannot draw the image in the current visual it + will abort. FLTK supports any visual of 8 bits or less, + and all common TrueColor visuals up to 32 bits.</P> + + </TD> +</TR> +</TABLE></CENTER> + +<H4>typedef void (*fl_draw_image_cb)(void *, int x, int y, int w, uchar +*) +<BR>void fl_draw_image(fl_draw_image_cb, void *, int X, int Y, int W, +int H, int D = 3) +<BR>void fl_draw_image_mono(fl_draw_image_cb, void *, int X, int Y, +int W, int H, int D = 1)</H4> + +<P>Call the passed function to provide each scan line of the +image. This lets you generate the image as it is being drawn, +or do arbitrary decompression of stored data, provided it can be +decompressed to individual scan lines easily. + +<P>The callback is called with the <TT>void *</TT> user data +pointer which can be used to point at a structure of information +about the image, and the <TT>x</TT>, <TT>y</TT>, and <TT>w</TT> +of the scan line desired from the image. 0,0 is the upper-left +corner of the image, <I>not <TT>X,Y</TT></I>. A pointer to a +buffer to put the data into is passed. You must copy <TT>w</TT> +pixels from scanline <TT>y</TT>, starting at pixel <TT>x</TT>, +to this buffer.</P> + +<P>Due to cropping, less than the whole image may be requested. +So <TT>x</TT> may be greater than zero, the first <TT>y</TT> may +be greater than zero, and <TT>w</TT> may be less than +<TT>W</TT>. The buffer is long enough to store the entire <TT>W +* D</TT> pixels, this is for convenience with some decompression +schemes where you must decompress the entire line at once: +decompress it into the buffer, and then if <TT>x</TT> is not +zero, copy the data over so the <TT>x</TT>'th pixel is at the +start of the buffer.</P> + +<P>You can assume the <TT>y</TT>'s will be consecutive, except +the first one may be greater than zero.</P> + +<P>If <TT>D</TT> is 4 or more, you must fill in the unused bytes +with zero.</P> + +<H4><A NAME=fl_draw_pixmap>int fl_draw_pixmap(char **data, int X, int Y, Fl_Color = FL_GRAY)</A></H4> + +<P>Draws XPM image data, with the top-left corner at the given position. +The image is dithered on 8-bit displays so you won't lose color space +for programs displaying both images and pixmaps. This function returns +zero if there was any error decoding the XPM data. + +<P>To use an XPM, do:</P> + +<UL><PRE> +#include "foo.xpm" +... +fl_draw_pixmap(foo, X, Y); +</PRE></UL> + +<P>Transparent colors are replaced by the optional +<TT>Fl_Color</TT> argument. To draw with true transparency you must +use the <A HREF="Fl_Pixmap.html"><TT>Fl_Pixmap</TT></A> class. + +<H4><A NAME=fl_measure_pixmap>int fl_measure_pixmap(char **data, int &w, int &h)</A></H4> + +<P>An XPM image contains the dimensions in its data. This +function finds and returns the width and height. The return +value is non-zero if the dimensions were parsed ok and zero if +there was any problem. + +<H3>Direct Image Reading</H3> + +<p>FLTK provides a single function for reading from the current +window or off-screen buffer into a RGB(A) image buffer.</p> + +<H4><A NAME="fl_read_image">uchar *fl_read_image(uchar *p, int +X, int Y, int W, int H, int alpha = 0);</A></H4> + +<p>Read a RGB(A) image from the current window or off-screen +buffer. The <tt>p</tt> argument points to a buffer that can hold +the image and must be at least <tt>W*H*3</tt> bytes when reading +RGB images and <tt>W*H*4</tt> bytes when reading RGBA images. If +<tt>NULL</tt>, <tt>fl_read_image()</tt> will create an array of +the proper size which can be freed using <tt>delete[]</tt>.</p> + +<p>The <tt>alpha</tt> parameter controls whether an alpha +channel is created and the value that is placed in the alpha +channel. If 0, no alpha channel is generated.</p> + +<H3><A name="Fl_Image">Image Classes</A></H3> + +<P>FLTK provides a base image class called <A +HREF="Fl_Image.html"><TT>Fl_Image</TT></A> which supports +creating, copying, and drawing images of various kinds, along +with some basic color operations. Images can be used as labels +for widgets using the <A +HREF="Fl_Widget.html#Fl_Widget.image"><TT>image()</TT></A> and +<A +HREF="Fl_Widget.html#Fl_Widget.deimage"><TT>deimage()</TT></A> +methods or drawn directly. + +<P>The <TT>Fl_Image</TT> class +does almost nothing by itself, but is instead supported by three +basic image types: + +<UL> + + <LI><A HREF="Fl_Bitmap.html"><TT>Fl_Bitmap</TT></A></LI> + + <LI><A HREF="Fl_Pixmap.html"><TT>Fl_Pixmap</TT></A></LI> + + <LI><A HREF="Fl_RGB_Image.html"><TT>Fl_RGB_Image</TT></A></LI> + +</UL> + +<P>The <TT>Fl_Bitmap</TT> class encapsulates a mono-color bitmap image. +The <TT>draw()</TT> method draws the image using the current drawing +color. + +<P>The <TT>Fl_Pixmap</TT> class encapsulates a colormapped image. +The <TT>draw()</TT> method draws the image using the colors in the +file, and masks off any transparent colors automatically. + +<P>The <TT>Fl_RGB_Image</TT> class encapsulates a full-color +(or grayscale) image with 1 to 4 color components. Images with +an even number of components are assumed to contain an +alpha channel that is used for transparency. The transparency +provided by the <TT>draw()</TT> method is either a 24-bit +blend against the existing window contents or a "screen door" +transparency mask, depending on the platform and screen color depth. + +<H4><A NAME=fl_can_do_alpha_blending>char fl_can_do_alpha_blending()</A></H4> + +<P><TT>fl_can_do_alpha_blending()</TT> will return 1, if your +platform supports true alpha blending for RGBA images, or 0, +if FLTK will use screen door transparency. + +<P>FLTK also provides several image classes based on the three +standard image types for common file formats: + +<UL> + + <LI><A HREF="Fl_GIF_Image.html"><TT>Fl_GIF_Image</TT></A></LI> + + <LI><A HREF="Fl_JPEG_Image.html"><TT>Fl_JPEG_Image</TT></A></LI> + + <LI><A HREF="Fl_PNG_Image.html"><TT>Fl_PNG_Image</TT></A></LI> + + <LI><A HREF="Fl_PNM_Image.html"><TT>Fl_PNM_Image</TT></A></LI> + + <LI><A HREF="Fl_XBM_Image.html"><TT>Fl_XBM_Image</TT></A></LI> + + <LI><A HREF="Fl_XPM_Image.html"><TT>Fl_XPM_Image</TT></A></LI> + +</UL> + +<P>Each of these image classes load a named file of the +corresponding format. The <A +HREF="Fl_Shared_Image.html"><TT>Fl_Shared_Image</TT></A> class +can be used to load any type of image file - the class examines +the file and constructs an image of the appropriate type. + +<P>Finally, FLTK provides a special image class called <A +HREF="Fl_Tiled_Image.html"><TT>Fl_Tiled_Image</TT></A> to tile +another image object in the specified area. This class can be +used to tile a background image in a <TT>Fl_Group</TT> widget, +for example. + +<H4>virtual void copy();<BR> +virtual void copy(int w, int h);</H4> + +<P>The <TT>copy()</TT> method creates a copy of the image. The second form +specifies the new size of the image - the image is resized using the +nearest-neighbor algorithm. + +<H4>void draw(int x, int y, int w, int h, int ox = 0, int oy = 0);</H4> + +<P>The <TT>draw()</TT> method draws the image object. +<TT>x,y,w,h</TT> indicates a destination rectangle. +<TT>ox,oy,w,h</TT> is a source rectangle. This source rectangle +is copied to the destination. The source rectangle may extend +outside the image, i.e. <TT>ox</TT> and <TT>oy</TT> may be +negative and <TT>w</TT> and <TT>h</TT> may be bigger than the +image, and this area is left unchanged. + +<H4>void draw(int x, int y)</H4> + +<P>Draws the image with the upper-left corner at <TT>x,y</TT>. +This is the same as doing <TT>draw(x,y,img->w(),img->h(),0,0)</TT>. + +<h3><A NAME=offscreen>Offscreen Drawing</A></h3> + +Sometimes it can be very useful to generate a complex drawing +in memory first and copy it to the screen at a later point in +time. This technique can significantly reduce the amount of +repeated drawing. <tt>Fl_Double_Window</tt> uses offscreen rendering +to avoid flickering on systems that don't support +double-buffering natively. + +<H4><A NAME=fl_create_offscreen>Fl_Offscreen fl_create_offscreen(int w, int h)</A></H4> + +<P>Create an RGB offscreen buffer with <tt>w*h</tt> pixels. + +<H4><A NAME=fl_delete_offscreen>void fl_delete_offscreen(Fl_Offscreen)</A></H4> + +<P>Delete a previously created offscreen buffer. All drawings are lost. + +<H4><A NAME=fl_begin_offscreen>void fl_begin_offscreen(Fl_Offscreen)</A></H4> + +<P>Send all subsequent drawing commands to this offscreen buffer. +FLTK can draw into a buffer at any time. There is no need to wait for +an Fl_Widget::draw() to occur. + +<H4><A NAME=fl_end_offscreen>void fl_end_offscreen()</A></H4> + +<P>Quit sending drawing commands to this offscreen buffer. + +<H4><A NAME=fl_copy_offscreen>void fl_copy_offscreen(int x, int y, +int w, int h, Fl_Offscreen osrc, int srcx, int srcy)</A></H4> + +<P>Copy a rectangular area of the size <tt>w*h</tt> from <tt>srcx, srcy</tt> in the offscreen +buffer into the current buffer at <tt>x, y</tt>. + +*/ |
