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| author | Fabien Costantini <fabien@onepost.net> | 2008-10-17 11:26:30 +0000 |
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| committer | Fabien Costantini <fabien@onepost.net> | 2008-10-17 11:26:30 +0000 |
| commit | 69dbe4ea9cf540310a276be574eb98a59102f64e (patch) | |
| tree | fce047e46faa7fd0c6a992249173b9f6659e617f /documentation/src/fluid.dox | |
| parent | 09cfc1a1ea00f7edf394e647f1f32e5b0913f564 (diff) | |
now renaming restoring dir src_doc src.
git-svn-id: file:///fltk/svn/fltk/branches/branch-1.3@6452 ea41ed52-d2ee-0310-a9c1-e6b18d33e121
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diff --git a/documentation/src/fluid.dox b/documentation/src/fluid.dox new file mode 100644 index 000000000..db98a17cc --- /dev/null +++ b/documentation/src/fluid.dox @@ -0,0 +1,1373 @@ +/** + + \page fluid 9 - Programming with FLUID + +This chapter shows how to use the Fast Light User-Interface Designer +("FLUID") to create your GUIs. + +Subchapters: + +\li <A HREF="#what_is_fluid">What is FLUID</A> +\li <A HREF="#fluid_under_linux">Running FLUID Under UNIX</A> +\li <A HREF="#fluid_under_windows">Running FLUID Under Microsoft Windows</A> +\li <A HREF="#compiling_fl_files">Compiling <tt>.fl</tt> Files</A> +\li <A HREF="#tutorial">A Short Tutorial</A> +\li <A HREF="#references">FLUID Reference</A> +\li <A HREF="#I18N">Internationalization with FLUID</A> +\li <A HREF="#limitations">Known Limitations</A> + +<A NAME="what_is_fluid"> </A> <!-- For old HTML links only ! --> +\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 (<A HREF="#I18N">Internationalization</A>) +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 <tt> +main()</tt> function) into the <tt>.fl</tt> file and thus making the <tt>.cxx</tt> file a +single source file to compile. Most programs are more complex than +this, so you write other <tt>.cxx</tt> files that call the FLUID functions. +These <tt>.cxx</tt> files must <tt>\#include</tt> the <tt>.h</tt> file or they can <tt> +\#include</tt> the <tt>.cxx</tt> file so it still appears to be a single source +file. + + \image html fluid-org.gif "Figure 9-1: FLUID organization" + \image latex fluid-org.eps "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 '.' or '->' or any other symbols in its name. In +this case FLUID assigns a pointer to the widget to the name, but does +not attempt to declare it. This can be used to get the widgets into +structures. An unnamed widget has a blank name and no pointer is stored. + +Widgets may either call a named callback function that you write in +another source file, or you can supply a small piece of C++ source and +FLUID will write a private callback function into the <tt>.cxx</tt> file. + +<A NAME="fluid_under_linux"> </A> <!-- For old HTML links only ! --> +\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 '&' then you will be able to abort FLUID by +typing <KBD>CTRL-C</KBD> on the terminal. It will exit +immediately, losing any changes. + +<A NAME="fluid_under_windows"> </A> <!-- For old HTML links only ! --> +\section fluid_fluid_under_windows Running FLUID Under Microsoft Windows + +To run FLUID under WIN32, double-click on the <I>FLUID.exe</I> +file. You can also run FLUID from the Command Prompt window. +FLUID always runs in the background under WIN32. + +<A NAME="compiling_fl_files"> </A> <!-- For old HTML links only ! --> +\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 +<I>filename.cxx</I> and <I> filename.h</I>. Any leading +directory on <tt>filename.fl</tt> will be stripped, so they are +always written to the current directory. If there are any errors +reading or writing the files, FLUID will print the error and +exit with a non-zero code. You can use the following lines in a +makefile to automate the creation of the source and header +files: + +\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 + +<A NAME="tutorial"> </A> <!-- For old HTML links only ! --> +\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.gif "Figure 9-2: CubeView demo" +\image latex cubeview.eps "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 <i>x</i> and <i>y</i> pan, and the rotation angle +about the <i>x</i> and <i>y</i>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. + +<a name="def"> </A> <!-- For old HTML links only ! --> +\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 + +<a name="imp"> </A> <!-- For old HTML links only ! --> +\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. + +<a name="defui"> </A> <!-- For old HTML links only ! --> +\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 \em New->Code->Class +menu item. Name the class "CubeViewUI" and leave the +subclass blank. We do not need any inheritance for this +window. You should see the new class declaration in the FLUID +browser window. + +\image html fluid1.gif "Figure 9-3: FLUID file for CubeView" +\image latex fluid1.eps "FLUID file for CubeView" width=10cm +<a name="addcon"> </A> <!-- For old HTML links only ! --> +\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 <tt>hrot</tt> +\li A vertical roller named <tt>vrot</tt> +\li A horizontal slider named <tt>xpan</tt> +\li A vertical slider named <tt>ypan</tt> +\li A horizontal value slider named <tt>zoom</tt> + +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.gif "Figure 9-4: FLUID window containing CubeView demo" +\image latex fluid2.eps "FLUID window containing CubeView demo" width=10cm +We will talk about the <tt>show()</tt> method that is highlighted +shortly. + +<a name="addcube"> </A> <!-- For old HTML links only ! --> +\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 "Class:" text +entry box. This tells FLUID that it is not an Fl_Box, but a +similar widget with the same constructor. + +In the "Extra Code:" field enter <tt>\#include "CubeView.h"</tt> + +This <tt>\#include</tt> is important, as we have just included +CubeView as a member of CubeViewUI, so any public CubeView methods are +now available to CubeViewUI. + +\image html fluid3-cxx.gif "Figure 9-5: CubeView methods" +\image latex fluid3-cxx.eps "CubeView methods" width=10cm +<a name="defcall"> </A> <!-- For old HTML links only ! --> +\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 "Callback" +field of the widget panel. For example, the callback for the +<tt>ypan</tt> 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. + +<a name="addmeth"> </A> <!-- For old HTML links only ! --> +\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 +<tt>show()</tt>. We don't need a return value here, and since we will +not be adding any widgets to this method FLUID will assign it a return +type of <tt>void</tt>. + +\image html fluid4.gif "Figure 9-6: CubeView constructor" +\image latex fluid4.eps "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. + +<a name="addconst"> </A> <!-- For old HTML links only ! --> +\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. + +<a name="gencode"> </A> <!-- For old HTML links only ! --> +\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: "Include +Header from Code". Select that option and set your desired file +extensions and you are in business. You can include the CubeViewUI.h +(or whatever extension you prefer) as you would any other C++ class. + +<!-- NEW PAGE --> + +<A NAME="references"> </A> <!-- For old HTML links only ! --> +\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 <I>parents</I>, and all the widgets +listed below them are their <I>children</I>. Parents don't have to have +any children. + +The top level of the hierarchy is composed of <I>functions</I> and +<I>classes</I>. Each of these will produce a single C++ public +function or class in the output <tt>.cxx</tt> file. Calling the function or +instantiating the class will create all of the child widgets. + +The second level of the hierarchy contains the <I>windows</I>. Each of these +produces an instance of class <tt>Fl_Window</tt>. + +Below that are either <I>widgets</I> (subclasses of <tt>Fl_Widget</tt>) or <I> +groups</I> of widgets (including other groups). Plain groups are for +layout, navigation, and resize purposes. <I>Tab groups</I> provide the +well-known file-card tab interface. + +Widgets are shown in the browser by either their <I>name</I> (such +as "main_panel" in the example), or by their <I>type</I> +and <I>label</I> (such as "Button "the green""). + +You <I>select</I> widgets by clicking on their names, which highlights +them (you can also select widgets from any displayed window). You can +select many widgets by dragging the mouse across them, or by using +Shift+Click to toggle them on and off. To select no widgets, click in +the blank area under the last widget. Note that hidden children may +be selected even when there is no visual indication of this. + +You <I>open</I> widgets by double-clicking on them, or (to open several +widgets you have picked) by typing the F1 key. A control panel will appear +so you can change the widget(s). + +\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) + +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. + +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) + +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) + +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) + +Asks for a new filename and saves the file. + +\par File/Write Code (Ctrl+Shift+C) + +"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 <tt>-c</tt> switch. + +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) + +Writes a message file for all of the text labels defined in +the current file. + +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 +<A HREF="#I18N">Internationalization Mode</A>. + +\par File/Quit (Ctrl+q) + +Exits FLUID. You are asked for confirmation if you have +changed the current file. + +\par Edit/Undo (Ctrl+z) + +This isn't implemented yet. You should do save often so you can +recover from any mistakes you make. + +\par Edit/Cut (Ctrl+x) + +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) + +Copies the selected widgets and all of their children to the +"clipboard" file. + +\par Edit/Paste (Ctrl+c) + +Pastes the widgets from the clipboard file. + +If the widget is a window, it is added to whatever function +is selected, or contained in the current selection. + +If the widget is a normal widget, it is added to whatever +window or group is selected. If none is, it is added to the +window or group that is the parent of the current selection. + +To avoid confusion, it is best to select exactly one widget +before doing a paste. + +Cut/paste is the only way to change the parent of a +widget. + +\par Edit/Select All (Ctrl+a) + +Selects all widgets in the same group as the current selection. + +If they are all selected already then this selects all +widgets in that group's parent. Repeatedly typing Ctrl+a will +select larger and larger groups of widgets until everything is +selected. + +\par Edit/Open... (F1 or double click) + +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 + +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) + +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) + +<P>Moves all of the selected widgets one later in order among +the children of their parent (if possible). + +\par Edit/Group (F7) + +Creates a new <tt>Fl_Group</tt> and make all the currently +selected widgets children of it. + +\par Edit/Ungroup (F8) + +Deletes the parent group if all the children of a group are +selected. + +\par Edit/Overlays on/off (Ctrl+Shift+O) + +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) + +Displays the project settings panel. +The output filenames control the extensions or names of the +files the are generated by FLUID. If you check the "Include .h +from .cxx" button the code file will include the header file +automatically. + +The internationalization options are described +<A HREF="#I18N">later in this chapter</A>. + +\image html fluid_prefs.gif "Figure 9-7: FLUID Preferences Window" +\image latex fluid_prefs.eps "FLUID Preferences Window" width=10cm +\par Edit/GUI Settings... (Shift+Ctrl+p) + +Displays the GUI settings panel. This panel is used +to control the user interface settings. + +\par New/Code/Function + +Creates a new C function. You will be asked for a name for +the function. This name should be a legal C++ function +template, without the return type. You can pass arguments which +can be referred to by code you type into the individual widgets. + +If the function contains any unnamed windows, it will be +declared as returning a Fl_Window pointer. The unnamed window +will be returned from it (more than one unnamed window is +useless). If the function contains only named windows, it will +be declared as returning nothing (<tt>void</tt>). + +It is possible to make the <tt>.cxx</tt> output be a +self-contained program that can be compiled and executed. This +is done by deleting the function name so +<tt>main(argc,argv)</tt> is used. The function will call +<tt>show()</tt> on all the windows it creates and then call +<tt>Fl::run()</tt>. This can also be used to test resize +behavior or other parts of the user interface. + +You can change the function name by double-clicking on the +function. + +\par New/Window + +Creates a new <tt>Fl_Window</tt> widget. The window is added +to the currently selected function, or to the function +containing the currently selected item. The window will appear, +sized to 100x100. You can resize it to whatever size you +require. + +The widget panel will also appear and is described later in +this chapter. + +\par New/... + +All other items on the New menu are subclasses of +<tt>Fl_Widget</tt>. Creating them will add them to the +currently selected group or window, or the group or window +containing the currently selected widget. The initial +dimensions and position are chosen by copying the current +widget, if possible. + +When you create the widget you will get the widget's control +panel, which is described later in this chapter. + +\par Layout/Align/... + +Align all selected widgets to the first widget in the selection. + +\par Layout/Space Evenly/... + +Space all selected widgets evenly inside the selected space. +Widgets will be sorted from first to last. + +\par Layout/Make Same Size/... + +Make all slected widgets the same size as the first selected widget. + +\par Layout/Center in Group/... + +Center all selected widgets relative to their parent widget + +\par Layout/Grid... (Ctrl+g) + +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) + +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) + +Run the shell command again. + +\par Help/About FLUID + +Pops up a panel showing the version of FLUID. + +\par Help/On FLUID + +Shows this chapter of the manual. + +\par Help/Manual + +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 <I>one</I> of +the widgets is shown. But if you change this value, <I>all</I> +of the selected widgets are changed to the new value. + +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.gif "Figure 9-8: The FLUID widget GUI attributes" +\image latex fluid_widget_gui.eps "The FLUID widget GUI attributes" width=10cm +\section fluid_widget_attributes GUI Attributes + +\par Label (text field) + +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. + +<A href="common.html#symbols">Symbols</A> +can be added to the label using the at sign ("@"). + +\par Label (pull down menu) + +How to draw the label. Normal, shadowed, engraved, and +embossed change the appearance of the text. + +\par Image + +The active image for the widget. Click on the +<B>Browse...</B> button to pick an image file using the file +chooser. + +\par Inactive + +The inactive image for the widget. Click on the +<B>Browse...</B> button to pick an image file using the file +chooser. + +\par Alignment (buttons) + +Where to draw the label. The arrows put it on that side of +the widget, you can combine the to put it in the corner. The +"box" button puts the label inside the widget, rather +than outside. + +The <B>clip</B> button clips the label to the widget box, the +<B>wrap</B> button wraps any text in the label, and the <B>text +image</B> button puts the text over the image instead of under +the image. + +\par Position (text fields) + +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) + +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 + +The shortcut key to activate the widget. Click on the +shortcut button and press any key sequence to set the shortcut. + +\par Attributes (buttons) + +The <B>Visible</B> button controls whether the widget is +visible (on) or hidden (off) initially. Don't change this for +windows or for the immediate children of a Tabs group. + +The <B>Active</B> button controls whether the widget is +activated (on) or deactivated (off) initially. Most widgets +appear greyed out when deactivated. + +The <B>Resizable</B> 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 +<I>not</I> the same as what will happen in the user program. + +The <B>Hotspot</B> button causes the parent window to be +positioned with that widget centered on the mouse. This +position is determined <I>when the FLUID function is called</I>, +so you should call it immediately before showing the window. If +you want the window to hide and then reappear at a new position, +you should have your program set the hotspot itself just before +<tt>show()</tt>. + +The <B>Border</B> button turns the window manager border on +or off. On most window managers you will have to close the +window and reopen it to see the effect. + +\par X Class (text field) + +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.gif "Figure 9-9: The FLUID widget Style attributes" +\image latex fluid_widget_style.eps "The FLUID widget Style attributes" width=10cm +\subsection fluid_style_attributes Style Attributes + +\par Label Font (pulldown menu) + +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) + +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) + +Color to draw the label. Ignored by pixmaps (bitmaps, +however, do use this color as the foreground color). + +\par Box (pulldown menu) + +The boxtype to draw as a background for the widget. + +Many widgets will work, and draw faster, with a +"frame" instead of a "box". A frame does +not draw the colored interior, leaving whatever was already +there visible. Be careful, as FLUID may draw this ok but the +real program may leave unwanted stuff inside the widget. + +If a window is filled with child widgets, you can speed up +redrawing by changing the window's box type to +"NO_BOX". FLUID will display a checkerboard for any +areas that are not colored in by boxes. Note that this +checkerboard is not drawn by the resulting program. Instead +random garbage will be displayed. + +\par Down Box (pulldown menu) + +The boxtype to draw when a button is pressed or for some +parts of other widgets like scrollbars and valuators. + +\par Color (button) + +The color to draw the box with. + +\par Select Color (button) + +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 + +Some widgets display text, such as input fields, pull-down +menus, and browsers. + +\image html fluid_widget_cxx.gif "Figure 9-10: The FLUID widget C++ attributes" +\image latex fluid_widget_cxx.eps "The FLUID widget C++ attributes" width=10cm +\subsection fluid_cpp_attributes C++ Attributes + +\par Class + +This is how you use your own subclasses of +<tt>Fl_Widget</tt>. Whatever identifier you type in here will +be the class that is instantiated. + +In addition, no <tt>\#include</tt> header file is put in the +<tt>.h</tt> file. You must provide a <tt>\#include</tt> line as +the first line of the "Extra Code" which declares your +subclass. + +The class must be similar to the class you are spoofing. It +does not have to be a subclass. It is sometimes useful to +change this to another FLTK class. Currently the only way to get +a double-buffered window is to change this field for the window +to "Fl_Double_Window" and to add +\code "#include <FL/Fl_Double_Window.h> \endcode +to the extra code. + +\par Type (upper-right pulldown menu) + +Some classes have subtypes that modify their appearance or behavior. +You pick the subtype off of this menu. + +\par Name (text field) + +Name of a variable to declare, and to store a pointer to this +widget into. This variable will be of type "<class>*". If the name is +blank then no variable is created. + +You can name several widgets with "name[0]", "name[1]", "name[2]", +etc. This will cause FLUID to declare an array of pointers. The array +is big enough that the highest number found can be stored. All widgets +that in the array must be the same type. + +\par Public (button) + +Controls whether the widget is publicly accessible. When +embedding widgets in a C++ class, this controls whether the +widget is <tt>public</tt> or <tt>private</tt> in the class. +Otherwise is controls whether the widget is declared +<tt>static</tt> or global (<tt>extern</tt>). + +\par Extra Code (text fields) + +These four fields let you type in literal lines of code to +dump into the <tt>.h</tt> or <tt>.cxx</tt> files. + +If the text starts with a <tt>\#</tt> or the word +<tt>extern</tt> 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. + +All other lines are "code" lines. The current +widget is pointed to by the local variable <tt>o</tt>. The +window being constructed is pointed to by the local variable +<tt>w</tt>. You can also access any arguments passed to the +function here, and any named widgets that are before this +one. + +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) + +This can either be the name of a function, or a small snippet +of code. If you enter anything but letters, numbers, and the +underscore then FLUID treats it as code. + +A name names a function in your own code. It must be +declared as <tt>void name(<class>*,void*)</tt>. + +A code snippet is inserted into a static function in the +<tt>.cxx</tt> output file. The function prototype is <tt>void +name(class *o, void *v)</tt> so that you can refer to the +widget as <tt>o</tt> and the <tt>user_data()</tt> as +<tt>v</tt>. FLUID will check for matching parenthesis, braces, +and quotes, but does not do much other error checking. Be +careful here, as it may be hard to figure out what widget is +producing an error in the compiler. + +If the callback is blank then no callback is set. + +\par User Data (text field) + +This is a value for the <tt>user_data()</tt> of the widget. +If blank the default value of zero is used. This can be any +piece of C code that can be cast to a <tt>void</tt> pointer. + +\par Type (text field) + +The <tt>void *</tt> in the callback function prototypes is +replaced with this. You may want to use <tt>long</tt> for old +XForms code. Be warned that anything other than <tt>void *</tt> +is not guaranteed to work! However on most architectures other +pointer types are ok, and <tt>long</tt> is usually ok, too. + +\par When (pulldown menu) + +When to do the callback. This can be <B>Never</B>, +<B>Changed</B>, <B>Release</B>, or <B>Enter Key</B>. The value of +<B>Enter Key</B> is only useful for text input fields. + +There are other rare but useful values for the +<tt>when()</tt> field that are not in the menu. You should use +the extra code fields to put these values in. + +\par No Change (button) + +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 <KBD>ESC</KBD>. + +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 <I>contents</I> of the image files in the <B>Image</B> +and <B>Inactive</B> text fields are written to the <tt>.cxx</tt> +file. If many widgets share the same image then only one copy is +written. Since the image data is embedded in the generated +source code, you need only distribute the C++ code and not the +image files themselves. + +However, the <I>filenames</I> are stored in the <tt>.fl</tt> +file so you will need the image files as well to read the +<tt>.fl</tt> file. Filenames are relative to the location of the +<tt>.fl</tt> file and not necessarily the current directory. We +recommend you either put the images in the same directory as the +<tt>.fl</tt> file, or use absolute path names. + +\par Notes for All Image Types + +FLUID runs using the default visual of your X server. This +may be 8 bits, which will give you dithered images. You may get +better results in your actual program by adding the code +"Fl::visual(FL_RGB)" to your code right before the +first window is displayed. + +All widgets with the same image on them share the same code +and source X pixmap. Thus once you have put an image on a +widget, it is nearly free to put the same image on many other +widgets. + +If you edit an image at the same time you are using it in FLUID, +the only way to convince FLUID to read the image file again is to +remove the image from all widgets that are using it or re-load the +<tt>.fl</tt> file. + +Don't rely on how FLTK crops images that are outside the +widget, as this may change in future versions! The cropping of +inside labels will probably be unchanged. + +To more accurately place images, make a new "box" +widget and put the image in that as the label. + +\par XBM (X Bitmap) Files + +FLUID reads X bitmap files which use C source code to define +a bitmap. Sometimes they are stored with the ".h" or +".bm" extension rather than the standard +".xbm" extension. + +FLUID writes code to construct an Fl_Bitmap image and use it +to label the widget. The '1' bits in the bitmap are drawn using +the label color of the widget. You can change this color in the +FLUID widget attributes panel. The '0' bits are transparent. + +The program "bitmap" on the X distribution does an +adequate job of editing bitmaps. + +\par XPM (X Pixmap) Files + +FLUID reads X pixmap files as used by the <tt>libxpm</tt> +library. These files use C source code to define a pixmap. The +filenames usually have the ".xpm" extension. + +FLUID writes code to construct an Fl_Pixmap image and use it +to label the widget. The label color of the widget is ignored, +even for 2-color images that could be a bitmap. XPM files can +mark a single color as being transparent, and FLTK uses this +information to generate a transparency mask for the image. + +We have not found any good editors for small iconic pictures. +For pixmaps we have used +<A href="http://home.worldonline.dk/~torsten/xpaint/index.html">XPaint</A> +and the KDE icon editor. + +\par BMP Files + +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 + +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 + +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 + +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. + +<A NAME="I18N"> </A> <!-- For old HTML links only ! --> +\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 <tt>setlocale()</tt> and <tt>textdomain()</tt> or +<tt>bindtextdomain()</tt> to select the appropriate language and +message file. + +To use GNU gettext for I18N, open the preferences window and +choose "GNU gettext" from the "Use" chooser. Two new input +fields will then appear to control the include file and +function/macro name to use when retrieving the localized label +strings. + + \image html fluid-gettext.gif "Figure 9-11: Internationalization using GNU gettext" + \image latex fluid-gettext.eps "Internationalization using GNU gettext" width=10cm +The "\#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 "Function" field controls the function (or macro) that +will retrieve the localized message; by default the +<tt>gettext</tt> 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 +<tt>setlocale()</tt> to select the appropriate language. + +To use POSIX catgets for I18N, open the preferences window +and choose "POSIX catgets" from the "Use" chooser. Three new +input fields will then appear to control the include file, +catalog file, and set number for retrieving the localized label +strings. + + \image html fluid-catgets.gif "Figure 9-12: Internationalization using POSIX catgets" + \image latex fluid-catgets.eps "Internationalization using POSIX catgets" width=10cm +The "\#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 "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 "Set" field controls the set number in the catalog file. +The default set is 1 and rarely needs to be changed. + +<A NAME="limitations"> </A> <!-- For old HTML links only ! --> +\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> +<a class="el" href="index.html">[Index]</a> +<a class="el" href="opengl.html">[Previous] 8 - Using OpenGL</a> +<a class="el" href="advanced.html">[Next] 10 - Advanced FLTK</a> +\endhtmlonly +*/ |
