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authorMatthias Melcher <github@matthiasm.com>2024-04-17 17:51:32 +0200
committerGitHub <noreply@github.com>2024-04-17 17:51:32 +0200
commitfd791a068e39e06785adc44693f4c533d3d6c903 (patch)
treeef7ff684b38f646165e80c142e454cd7ef077e2e /fluid/documentation/src
parentb4cf1a9824f2c4ba9596044962d3af36e3ca3d99 (diff)
Separate FLUID user documentation, screen shot automation (#936)
* CMake integration, no autotiools * alignment panel is now correctly renamed to setting panel * source view is now correctly renamed to code view * Merge FLTK FLUID docs into FLUID user manual. * Add two simple entry tutorials * Remove FLUID chapter form FLTK docs. * GitHub action to generate HTML and PDF docs and make the available as artefacts
Diffstat (limited to 'fluid/documentation/src')
-rw-r--r--fluid/documentation/src/1of7GUIs.pngbin0 -> 32692 bytes
-rw-r--r--fluid/documentation/src/cubeview.pngbin0 -> 4482 bytes
-rw-r--r--fluid/documentation/src/edit_live_resize.pngbin0 -> 71715 bytes
-rw-r--r--fluid/documentation/src/edit_outside.pngbin0 -> 20358 bytes
-rw-r--r--fluid/documentation/src/edit_overlap.pngbin0 -> 20462 bytes
-rw-r--r--fluid/documentation/src/edit_select_group.pngbin0 -> 74343 bytes
-rw-r--r--fluid/documentation/src/edit_select_multiple.pngbin0 -> 27736 bytes
-rw-r--r--fluid/documentation/src/edit_snap_grid.pngbin0 -> 18025 bytes
-rw-r--r--fluid/documentation/src/edit_snap_group.pngbin0 -> 15375 bytes
-rw-r--r--fluid/documentation/src/edit_snap_sibling.pngbin0 -> 16034 bytes
-rw-r--r--fluid/documentation/src/edit_snap_size.pngbin0 -> 14755 bytes
-rw-r--r--fluid/documentation/src/edit_window.pngbin0 -> 72016 bytes
-rw-r--r--fluid/documentation/src/flBox.pngbin0 -> 453 bytes
-rw-r--r--fluid/documentation/src/flClass.pngbin0 -> 176 bytes
-rw-r--r--fluid/documentation/src/flCode.pngbin0 -> 120 bytes
-rw-r--r--fluid/documentation/src/flCodeBlock.pngbin0 -> 210 bytes
-rw-r--r--fluid/documentation/src/flComment.pngbin0 -> 154 bytes
-rw-r--r--fluid/documentation/src/flData.pngbin0 -> 212 bytes
-rw-r--r--fluid/documentation/src/flDeclaration.pngbin0 -> 165 bytes
-rw-r--r--fluid/documentation/src/flDeclarationBlock.pngbin0 -> 217 bytes
-rw-r--r--fluid/documentation/src/flFunction.pngbin0 -> 200 bytes
-rw-r--r--fluid/documentation/src/flWidgetClass.pngbin0 -> 202 bytes
-rw-r--r--fluid/documentation/src/flWindow.pngbin0 -> 488 bytes
-rw-r--r--fluid/documentation/src/fluid-128.pngbin0 -> 10179 bytes
-rw-r--r--fluid/documentation/src/fluid-title.tex.in35
-rw-r--r--fluid/documentation/src/fluid1.pngbin0 -> 41825 bytes
-rw-r--r--fluid/documentation/src/fluid2.pngbin0 -> 101220 bytes
-rw-r--r--fluid/documentation/src/fluid3-cxx.pngbin0 -> 44546 bytes
-rw-r--r--fluid/documentation/src/fluid4.pngbin0 -> 31481 bytes
-rw-r--r--fluid/documentation/src/fluid_flow_chart.pngbin0 -> 83226 bytes
-rw-r--r--fluid/documentation/src/fluid_flow_chart_800.pngbin0 -> 41559 bytes
-rw-r--r--fluid/documentation/src/fluid_gui_overview_800.pngbin0 -> 334048 bytes
-rw-r--r--fluid/documentation/src/index.dox118
-rw-r--r--fluid/documentation/src/main_titlebar.pngbin0 -> 14952 bytes
-rw-r--r--fluid/documentation/src/page_appendices.dox92
-rw-r--r--fluid/documentation/src/page_codeview_panel.dox76
-rw-r--r--fluid/documentation/src/page_commandline.dox124
-rw-r--r--fluid/documentation/src/page_edit_window.dox179
-rw-r--r--fluid/documentation/src/page_functional_nodes.dox450
-rw-r--r--fluid/documentation/src/page_interactive.dox57
-rw-r--r--fluid/documentation/src/page_introduction.dox69
-rw-r--r--fluid/documentation/src/page_main_window.dox371
-rw-r--r--fluid/documentation/src/page_setting_dialog.dox338
-rw-r--r--fluid/documentation/src/page_tutorial.dox534
-rw-r--r--fluid/documentation/src/page_widget_panel.dox429
-rw-r--r--fluid/documentation/src/page_widgetbin_panel.dox34
-rw-r--r--fluid/documentation/src/widgetbin_action.pngbin0 -> 232128 bytes
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diff --git a/fluid/documentation/src/fluid-title.tex.in b/fluid/documentation/src/fluid-title.tex.in
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@@ -0,0 +1,35 @@
+%
+% FLUID PDF documentation title page (LaTeX)
+%
+\begin{titlepage}
+\vspace*{4cm}
+\begin{center}%
+{\Huge FLUID for FLTK @FLTK_VERSION@ User Manual}\\
+\vspace*{2cm}
+\begin{DoxyImageNoCaption}
+ \mbox{\includegraphics[width=4cm]{fluid-128.png}}
+\end{DoxyImageNoCaption}\\
+\vspace*{2cm}
+{\Large
+By F. Costantini, D. Gibson, M. Melcher, \\
+A. Schlosser, B. Spitzak, and M. Sweet.}\\
+\vspace*{1.5cm}
+{\large Copyright © 1998 - @YEAR@ by Bill Spitzak and others.}\\
+\vspace*{0.75cm}
+{\small
+This software and manual are provided under the terms of the GNU Library General Public License.}\\
+{\small
+Permission is granted to reproduce this manual or any portion for any purpose,}\\
+{\small
+provided this copyright and permission notice are preserved.}\\
+\vspace*{1.5cm}
+{\large Generated by Doxygen @DOXY_VERSION@}\\
+\vspace*{0.5cm}
+\today{}\\
+\vspace*{0.5cm}
+{\small Git revision @GIT_REVISION@}\\
+\end{center}
+\end{titlepage}
+%
+% end of FLUID PDF documentation title page (LaTeX)
+%
diff --git a/fluid/documentation/src/fluid1.png b/fluid/documentation/src/fluid1.png
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diff --git a/fluid/documentation/src/index.dox b/fluid/documentation/src/index.dox
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+
+
+/**
+
+ \cond FL_HTML_INDEX
+
+ \mainpage FLUID User Manual
+
+
+ <TABLE CELLPADDING="8" CELLSPACING="0" SUMMARY="TITLE BAR" WIDTH="100%" BORDER="0">
+ <TR>
+ <TD><CENTER>
+ \image html fluid-128.png
+ \image latex fluid-128.png "" width=3cm
+ </CENTER></TD>
+ <TD><CENTER>
+ <B>FLUID 1.4.0 User Manual</B>
+
+ By F.&nbsp;Costantini, D.&nbsp;Gibson, M.&nbsp;Melcher,
+ A.&nbsp;Schlosser, B.&nbsp;Spitzak and M.&nbsp;Sweet.
+
+ Copyright © 1998 - 2024 by Bill Spitzak and others.
+ </CENTER></TD>
+ </TR>
+ </TABLE>
+
+ <TABLE CELLPADDING="8" CELLSPACING="0" SUMMARY="TITLE BAR" WIDTH="100%" BORDER="0">
+ <TR>
+ <TD style="text-align: center;">
+ 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 CELLPADDING="8" CELLSPACING="0" SUMMARY="Table of Contents" WIDTH="100%" BORDER="0">
+ <TR>
+ <TD ALIGN="LEFT" VALIGN="TOP">
+
+ \subpage page_introduction
+ - \ref introduction_workflow
+
+ \subpage page_commandline
+ - \ref commandline_options
+ - \ref commandline_passive
+ - \ref commandline_windows
+
+ \subpage page_interactive
+
+ \subpage page_main_window
+ - \ref main_titlebar
+ - \ref main_menubar
+ - \ref main_widget_browser
+ - \ref main_menu_items
+
+ \subpage page_widgetbin_panel
+
+ \subpage page_edit_window
+ - \ref edit_selection
+ - \ref edit_layout
+ - \ref edit_snap
+ - \ref edit_resize
+
+ \subpage page_widget_panel
+ - \ref widget_panel_gui
+ - \ref widget_panel_style
+ - \ref widget_panel_cpp
+ - \ref widget_panel_grid
+ - \ref widget_panel_gridc
+
+ </TD>
+ <TD ALIGN="LEFT" VALIGN="TOP">
+
+ \subpage page_functional_nodes
+ - \ref functional_function
+ - \ref functional_code
+ - \ref functional_codeblock
+ - \ref functional_decl
+ - \ref functional_declblock
+ - \ref functional_class
+ - \ref functional_widgetclass
+ - \ref functional_comment
+ - \ref functional_data
+
+ \subpage page_codeview_panel
+ - \ref codeview_find
+ - \ref codeview_settings
+
+ \subpage page_setting_dialog
+ - \ref setting_general
+ - \ref setting_project
+ - \ref setting_layout
+ - \ref setting_shell
+ - \ref setting_i18n
+ - \ref setting_user
+
+ \subpage page_tutorial
+ - \ref fluid_hello_world_tutorial
+ - \ref fluid_1of7guis_tutorial
+ - \ref fluid_cubeview_tutorial
+ - \ref fluid_cubeview_ui
+ - \ref fluid_addconst
+ - \ref fluid_gencode
+
+ \subpage page_appendices
+ - \ref appendix_keyboard_shortcuts
+ - \ref appendix_fileformat
+ - \ref appendix_licenses
+
+ </TD>
+ </TR>
+ </TABLE>
+
+ \endcond
+
+*/
diff --git a/fluid/documentation/src/main_titlebar.png b/fluid/documentation/src/main_titlebar.png
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diff --git a/fluid/documentation/src/page_appendices.dox b/fluid/documentation/src/page_appendices.dox
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+/**
+
+ \page page_appendices Appendices
+
+ \tableofcontents
+
+<!-- ---------------------------------------------------------------------- -->
+\section appendix_keyboard_shortcuts Keyboard Shortcuts
+
+On Apple computers, use the Apple Command key instead of Ctrl.
+
+| Key Combo | Function |
+| :-------: | :------- |
+| `F1` | open widget dialog |
+| `F2` | move widget earlier in tree |
+| `F3` | move widget later in tree |
+| `F7` | move widgets into group |
+| `F8` | ungroup widgets |
+| `Delete` | delete selected widgets |
+| `Ctrl-1..9` | load project from history |
+| `Ctrl-A` | select all |
+| `Shift-Ctrl-A` | select none |
+| `Alt-B` | show or hide Widget Bin |
+| `Ctrl-C` | copy widgets |
+| `Alt-C` | show or hide Code View window |
+| `Shift-Ctrl-C` | generate C++ code files |
+| `Ctrl-G` | grid setting dialog |
+| `Ctrl-I` | merge project file into current project |
+| `Ctrl-N` | start a new project, close the current project |
+| `Shift-Ctrl-N` | new project from template |
+| `Ctrl-O` | open project file |
+| `Shift-Ctrl-O` | toggle overlays |
+| `Ctrl-P` | print all visible project windows |
+| `Alt-P` | open FLUID settings dialog |
+| `Ctrl-Q` | quit FLUID |
+| `Ctrl-S` | save project |
+| `Shift-Ctrl-S` | save project with new name |
+| `Ctrl-U` | duplicate selected widgets |
+| `Ctrl-V` | paste last copied widgets |
+| `Shift-Ctrl-W` | write i18n translation file |
+| `Ctrl-X` | cut selected widgets |
+| `Alt-X` | show shell command settings |
+| `Ctrl-Z` | undo |
+| `Shift-Ctrl-Z` | redo |
+
+<!-- | `Alt-G` | rund last shell command again | -->
+
+
+| Action | Function in Layout Editor |
+| :----: | :------------------------ |
+| `left mouse button (LMB)` | select one widget |
+| `LMB-drag` | select multiple widgets with selection box |
+| `Shift-LMB` | extend widget selection |
+| `Shift-LMB-Drag` | toggle selection in selection box |
+| `Shift-LMB-Drag` | resize window proportionally |
+| `Tab` | select next widget |
+| `Shift-Tab` | select previous widget |
+| `Arrow` | move selected widgets by one unit |
+| `Shift-Arrow` | resize by one unit |
+| `Ctrl-Arrow` | move by grid units |
+| `Shift-Ctrl-Arrow` | resize by grid units |
+
+
+<!-- ---------------------------------------------------------------------- -->
+
+\section appendix_fileformat .fl File Format
+
+FLUID edits and saves its state in `.fl` project files. These files are text,
+and you can (with care) edit them in a text editor, perhaps to get some special
+effects. The `.fl` file format is described in detail in the file
+`fluid/README_fl.txt` which is part of the FLTK source code repository.
+
+<!-- ---------------------------------------------------------------------- -->
+
+\section appendix_licenses External Licenses
+
+FLUID uses graphical images based on the Zendesk Garden Stroke icon set:
+
+[https://github.com/zendeskgarden](https://github.com/zendeskgarden)
+Garden Stroke is licensed under the
+[Apache License, Version 2.0](https://www.apache.org/licenses/LICENSE-2.0.html).
+
+FLUID includes templates based on 7GUIs:
+
+[7GUIs](https://7guis.github.io/7guis/) was created as a spin-off
+of the master’s thesis Comparison of Object-Oriented and Functional
+Programming for GUI Development by Eugen Kiss at the Human-Computer
+Interaction group of the Leibniz Universität Hannover in 2014.
+
+With kind permission by Prof. Dr. Michael Rohs.
+
+ */
diff --git a/fluid/documentation/src/page_codeview_panel.dox b/fluid/documentation/src/page_codeview_panel.dox
new file mode 100644
index 000000000..2fac1a286
--- /dev/null
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@@ -0,0 +1,76 @@
+/**
+
+ \page page_codeview_panel Code View Panel
+
+ \tableofcontents
+
+ # The Code View Panel #
+
+ \image html codeview_panel.png "Code View Panel"
+ \image latex codeview_panel.png "Code View Panel" width=9cm
+
+ The Code View panel shows all code files that can be generated by FLUID.
+
+ The Code View window can be activated via the main
+ menu: *Edit* > *Show Source Code* . FLUID will remember the state and
+ dimensions of the Code View panel.
+
+ If the Auto-Refresh option is selected, the code views will be updated
+ automatically while editing the project.
+
+ Code View has four tabs. The first tab shows the source code. Inlined data
+ is omitted in the code view for brevity.
+
+ The second tab shows the content of the header file. The size of inline data
+ is not calculated and shown as `-1`.
+
+ The third tab shows the list of labels and tooltips as they would be written
+ to a translation file, using the selected project internationalization method.
+
+ The fourth tab previews the contents of the `.fl` project file.
+
+ <!-- ---------------------------------------------------------------------- -->
+ \section codeview_find Code View Find
+
+ \image html cv_find_row.png
+ \image latex cv_find_row.png "Find in Code" width=9cm
+
+ This group of buttons makes it easy to find any text in the Source, Header, or
+ Project file. Press *Reveal* to select the widget that generated the indicated
+ line of code.
+
+ __Find__: enter any text you may want to find in the current tab
+
+ __aA__: press this button to activate case sensitive search
+
+ __&lt;&lt;__, __&gt;&gt;__: find the previous or next occurrence
+
+ __Reveal__: clicking this button reveals the widget that generated the
+ selected code in the widget browser
+
+ <!-- ---------------------------------------------------------------------- -->
+ \section codeview_settings Code View Settings
+
+ \image html cv_settings_row.png
+ \image latex cv_settings_row.png "Code View Settings" width=9cm
+
+ __Refresh__: preview the code in the selected tab as it would be generated
+ for the project in its current state
+
+ __Auto-Refresh__: Automatically refresh the code view when the project changes.
+ The Auto Refresh is designed to use relatively little resources, even when
+ continuously updating the selected code tab.
+ The Code View window can usually stay open and auto refresh during the entire
+ design process, even for relatively complex GUIs.
+
+ __Auto-Position__: highlight and reposition to the source code generated by
+ the currently selected widget whenever the selection changes
+
+ __code...__: choose the type of code that is highlighted. In source
+ files, *static* code is generated by Menu Items, *code* refers to widget
+ creation code, *code1* is the part before possible children, *code2* is
+ code generated after children. In header files, *static* highlights
+ `#include` statements generated by a widget, *code* refers to
+ the widget declaration.
+
+*/
diff --git a/fluid/documentation/src/page_commandline.dox b/fluid/documentation/src/page_commandline.dox
new file mode 100644
index 000000000..b89c5f3d4
--- /dev/null
+++ b/fluid/documentation/src/page_commandline.dox
@@ -0,0 +1,124 @@
+/**
+
+ \page page_commandline Command Line
+
+ \tableofcontents
+
+ FLUID can be used in interactive and in command line mode. If launched with
+ `-c`, followed by a project filename, FLUID will convert the project file
+ into C++ source files without ever opening a window (or opening an X11 server
+ connection under Linux/X11). This makes FLUID a great command line tool
+ for build processes with complex project files that reference
+ external resources. For example, an image referenced by a `.fl` file can be
+ modified and recompiled into the application binary without the need to reload
+ it in an interactive FLUID session.
+
+ <!-- ---------------------------------------------------------------------- -->
+ \section commandline_options Command Line Options
+
+ To launch FLUID in interactive mode from the command line, you can give it an
+ optional name of a project file. If no name is given, it will launch with an
+ empty project, or with the last open project, if so selected in the
+ application setting dialog.
+
+ The ampersand `&` is optional on Linux machines and lets FLUID run in its
+ own new process, giving the shell back to the caller.
+
+ ```
+ fluid filename.fl &
+ ```
+
+If the file does not exist you will get an error pop-up, but if you dismiss it
+you will be editing a blank file of that name.
+
+FLUID understands all of the standard FLTK switches before the filename:
+
+```
+-display host:n.n
+-geometry WxH+X+Y
+-title windowtitle
+-name classname
+-iconic
+-fg color
+-bg color
+-bg2 color
+-scheme schemename
+```
+
+ <!-- ---------------------------------------------------------------------- -->
+ \section commandline_passive Compile Tool Options
+
+FLUID can also be called as a command-line only tool to create
+the `.cxx` and `.h` file from a `.fl` file directly. To do this type:
+
+```
+fluid -c filename.fl
+```
+
+This is the same as the menu __File > Write Code...__ .
+It will read the `filename.fl` file and write
+`filename.cxx` and `filename.h`. Any leading
+directory on `filename.fl` will be stripped, so they are
+always written to the current directory. If there are any errors
+reading or writing the files, FLUID will print the error and
+exit with a non-zero code. You can use the following lines in a
+Makefile to automate the creation of the source and header
+files:
+
+```
+my_panels.h my_panels.cxx: my_panels.fl
+ fluid -c my_panels.fl
+```
+
+Most versions of "make" support rules that cause `.fl` files to be compiled:
+
+```
+.SUFFIXES: .fl .cxx .h
+.fl.h .fl.cxx:
+ fluid -c $<
+```
+
+Check `README.CMake.txt` for examples on how to integrate FLUID into the
+`CMake` build process.
+
+If you use
+
+\code
+fluid -cs filename.fl
+\endcode
+
+FLUID will also write the "strings" for internationalization into the file
+'filename.txt', 'filename.po', or 'filename.msg', depending on the chosen type
+of i18n (menu: 'File/Write Strings...').
+
+Finally there is another option which is useful for program developers
+who have many `.fl` files and want to upgrade them to the current FLUID
+version. FLUID will read the `filename.fl` file, save it, and exit
+immediately. This writes the file with current syntax and options and
+the current FLTK version in the header of the file. Use
+
+```
+fluid -u filename.fl
+```
+
+to 'upgrade' `filename.fl` . You may combine this with `-c` or `-cs`.
+
+\note All these commands overwrite existing files w/o warning. You should
+particularly take care when running `fluid -u` since this overwrites the
+original `.fl` project file.
+
+ <!-- ---------------------------------------------------------------------- -->
+ \section commandline_windows Windows Specifics
+
+ FLTK uses Linux-style forward slashes to separate path segments in file names.
+ When running on Windows, FLUID will understand Microsoft drive names and
+ backward slashes as path separators and convert them internally into
+ forward slashes.
+
+ Under Windows, binaries can only be defined either as command line tools, or
+ as interactive apps. FLTK generates two almost identical binaries under
+ Windows. `fluid.exe` is meant to be used in interactive mode, and
+ `fluid-cmd.exe` is generated for the command line. Both tools do exactly the
+ same thing, except `fluid-cmd.exe` can use stdio to output error messages.
+
+*/
diff --git a/fluid/documentation/src/page_edit_window.dox b/fluid/documentation/src/page_edit_window.dox
new file mode 100644
index 000000000..7cbbf5de5
--- /dev/null
+++ b/fluid/documentation/src/page_edit_window.dox
@@ -0,0 +1,179 @@
+/**
+
+ \page page_edit_window Layout Editor Window
+
+ \tableofcontents
+
+ \image html edit_window.png "Layout Editor Window"
+ \image latex edit_window.png "Layout Editor Window" width=7cm
+
+ The Layout Editor window is used to interactively add groups and widgets, and
+ resize and align them. The editor window already looks very much like the
+ final product that will be built by the FLUID generated C++ source code.
+
+ To create a user interface, first add a function to the project tree by either
+ clicking the Function icon in the widget bin, or by selecting __New* > Code >
+ Function/Method__ from the main menu.
+
+ Now just drag the Window icon from the widget bin onto the desktop. FLUID
+ will generate code that instantiates this window when the function is called.
+ The return value of the function is a pointer to that window, unless changed
+ in the Function Panel. Widgets can be added to the window by dragging them from
+ the widget bin. If a widget is dropped on a group, it will automatically
+ become a child of that group.
+
+ <!-- ---------------------------------------------------------------------- -->
+ \section edit_selection Selecting and Moving Widgets
+
+ To move or resize a widget, it must be selected first by clicking on it.
+ Multiple widgets can be selected by holding down the Shift key when clicking
+ on them, or by dragging a selection box around widgets. Widgets can also be
+ selected in the widget browser the main window. Shift-click will select a
+ range of widgets, Ctrl-click will add widgets to the selection.
+
+ \image html edit_select_multiple.png
+ \image latex edit_select_multiple.png "Select Multiple Widgets" width=5cm
+
+ Menu items are selected by clicking on the menu button and selecting it from
+ the popup menu. Multiple menu items can only be selected in the widget browser
+ in the main application window.
+
+ Once selected, widgets can be moved by clicking and dragging the center
+ of the selection box. The outer edges allow resizing in one direction, and
+ dragging the corners resizes widgets horizontally and vertically.
+
+ Widgets can also be repositioned with the arrow keys. Without a shift key,
+ the selection moves by a single pixel. With the Meta key held down, they
+ move by the amount indicated in the *Gap* field in the *Widget* section of
+ the *Layout* setting panel.
+
+ Holding down the Shift key resizes a selected widget by moving the bottom
+ right corner of the widget. Holding Shift and Meta while pressing arrow keys
+ resizes by the amount in the *Widget* *Gap* layout setting.
+
+ Children of groups that reposition their contained widgets may behave
+ differently. Pressing the arrow keys on children of `Fl_Grid` will move
+ the widget from grid cell to grid cell instead. Resizing a child of `Fl_Flex`
+ will also mark the child size as `fixed`.
+
+ The tab and shift+tab keys "navigate" the selection. Tab or shift+tab move to
+ the next or previous widgets in the hierarchy. 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 tab keys
+ to move between input fields.
+
+ <!-- ---------------------------------------------------------------------- -->
+ \section edit_layout Layout Helpers
+
+ \image html edit_overlap.png
+ \image latex edit_overlap.png "Overlapping Widgets" width=5cm
+
+ In FLTK, the behavior of overlapping children of a group is undefined. If
+ enabled in the settings, FLUID will show overlapping widgets in a group
+ with a green hash pattern.
+
+ \image html edit_outside.png
+ \image latex edit_outside.png "Out Of Bounds" width=5cm
+
+ The behavior of widgets that reach outside the bounds of their parent group
+ is also undefined. They may be visible, but confuse the user when they don't
+ react to mouse clicks or don't redraw as expected. Outside widgets are marked
+ with a red hash pattern.
+
+ Note that `Fl_Tile` requires that all children exactly fill the area of the
+ tile group to function properly. The hash patterns are great helpers to align
+ children correctly.
+
+ <!-- ---------------------------------------------------------------------- -->
+ \section edit_snap Layout Alignment
+
+ FLUID layouts are a handful of rules that help creating a clean and consistent
+ user interface. When repositioning widgets, the mouse pointer snaps to the
+ closest position based on those rules. A guide line is drawn for the rule that was
+ applied. Guides and snaps can be disabled with `Ctrl-Shift-G` or via the
+ *Edit* > *Hide Guides* menu.
+
+ \image html edit_snap_group.png
+ \image latex edit_snap_group.png "Snap To Group" width=5cm
+
+ If a horizontal or vertical outline snaps to the group, the
+ border of that group will highlight. If the outline snaps to the margin
+ of the parent window or group, an additional arrow is drawn.
+
+ Children of `Fl_Tabs` use the top and bottom margin from the *Tabs*
+ section. If all children use this rule, the margin height will also be the
+ height of all tabs.
+
+ \image html edit_snap_sibling.png
+ \image latex edit_snap_sibling.png "Snap To Sibling" width=5cm
+
+ The selection can also snap to the outline of other widgets in the same group,
+ or to the outline plus the Widget Gap. The outline that triggers the snap
+ action is highlighted.
+
+ Note that only the first snap guide found is drawn for horizontal and vertical
+ movement. Multiple rules may apply, but are not highlighted.
+
+ \image html edit_snap_size.png
+ \image latex edit_snap_size.png "Snap To Size" width=7cm
+
+ Widget size rules define a minimum size and an increment value that may
+ be applied multiple times to the size. For example, with a minimum width of 25
+ and an increment of 10, the widget will snap horizontally to 25, 35, 45,
+ 55, etc. .
+
+ \image html edit_snap_grid.png
+ \image latex edit_snap_grid.png "Snap To Grid" width=5cm
+
+ The grid rule is the easiest to explain. All corners of a selection snap to
+ a fixed grid. If the selected widgets are children of a window, they will snap
+ to the window grid. If they are in a group, they snap to the group grid.
+
+ <!-- ---------------------------------------------------------------------- -->
+ \section edit_resize Live Resize
+
+ \image html edit_select_group.png
+ \image latex edit_select_group.png "Selected Group" width=9cm
+
+ The Resizable system within FLTK is smart, but not always obvious. When
+ constructing a sophisticated GUI, it is helpful to organize widgets into
+ multiple levels of nested groups. Sometimes, incorporating an invisible
+ resizable box can improve the behavior of a group. FLUID offers a Live Resize
+ feature, allowing designers to experiment with resizing at each level within
+ the hierarchy independently.
+
+ To test the resizing behavior of a group, begin by selecting it:
+
+ \image html edit_live_resize.png
+ \image latex edit_live_resize.png "Live Resize" width=7cm
+
+ Click on *Live Resize* in the widget panel. FLUID will generate a new window
+ with all the resizing attributes inherited from the original design. This
+ enables the designer to thoroughly test the behavior and limitations,
+ making adjustments until they are satisfied. This streamlined process makes
+ it significantly easier to address resizing behavior at a higher level,
+ particularly once the lower levels are behaving as intended.
+
+ In the example above, the radio buttons are not fixed to the left side of
+ the group and the text snippet "of the bed" does not stay aligned
+ to "right side". To fix this, a thin hidden box could be added to the right
+ edge of the group that holds the radio button which is then marked `resizable`.
+
+ <!-- ---------------------------------------------------------------------- -->
+ \section edit_limits Limitations
+
+ Almost all FLTK widgets can be edited with FLUID. Notable exceptions include
+
+ - FLUID does not support an `Fl_Window` inside another `Fl_Window`
+ - widgets inside `Fl_Scroll` can not be created in the hidden areas of the
+ scrollable rectangle. It is recommended to organize the children in
+ a separate Widget Class that is derived from `Fl_Scroll` and then inserted
+ as a single custom widget.
+ - children of `Fl_Pack` are not automatically reorganized to fit the packing
+ group. Again, a Widget Class is recommended here.
+ - if children of `Fl_Grid` are again some kind of group, their internal layout
+ may not follow changes in the grid widgets. It's best to complete the grid
+ first, then add children to the grid cells, size them correctly, and
+ then finally lay out the grid cell children.
+
+*/
diff --git a/fluid/documentation/src/page_functional_nodes.dox b/fluid/documentation/src/page_functional_nodes.dox
new file mode 100644
index 000000000..4407f0e38
--- /dev/null
+++ b/fluid/documentation/src/page_functional_nodes.dox
@@ -0,0 +1,450 @@
+/**
+
+ \page page_functional_nodes Functional Node Panels
+
+ \tableofcontents
+
+ <!-- ---------------------------------------------------------------------- -->
+
+ \section functional_function Function and Method Panel
+
+ ![](flFunction.png) Functions and Methods
+
+ Fluid can generate C functions, C++ functions, and methods in classes.
+ Functions can contain widgets to build windows and dialogs. *Code* nodes can
+ be used to add more source code to a function.
+
+ ### Parents ###
+
+ To generate a function, the function node must be created at the top level or
+ inside a declaration block. If added inside a class node, this node generates
+ a method inside that class.
+
+ ### Children ###
+
+ Function nodes can contain code nodes and windows that in turn contain widgets.
+ If the function node has no children, only a forward declaration will be
+ created in the header, but no source code will be generated.
+
+ \image html function_panel.png "Function/Method Properties"
+ \image latex function_panel.png "Function/Method Properties" width=7cm
+
+ ### Declaring a Function ###
+
+ A function node at the top level or inside a declaration block generates a C
+ or C++ function.
+
+ The *Name* field contains the function name and all arguments.
+ If the *Name* field is left empty, Fluid will generate a typical 'main()' function.
+ ```
+ // .cxx
+ int main(int argc, char **argv) {
+ // code generated by children
+ w->show(argc, argv); // <-- code generated if function has a child widget
+ Fl::run();
+ }
+ ```
+
+ If a function node has a name but no children, a forward declaration is
+ generated in the header, but the implementation in the source file is omitted.
+ This is used to reference functions in other modules.
+ ```
+ // .h
+ void make_window();
+ ```
+
+ If the function contains one or more Code nodes, the implementation code will
+ be generated. The default return type is `void`. Text in the *Return Type* field
+ overrides the default type.
+ ```
+ // .cxx
+ void make_window() {
+ // code generated by children
+ }
+ ```
+
+ If the function contains one or more windows, a pointer to the first window
+ will be returned. The default return type will match the window class.
+ ```
+ // .h
+ Fl_Window* make_window();
+ ```
+
+ ```
+ // .cxx
+ Fl_Window* make_window() {
+ Fl_Window* w;
+ // code generated by children:
+ // w = new Fl_Window(...)
+ return w;
+ }
+ ```
+
+ #### Options for Functions ####
+
+ Choosing *static* in the pulldown menu will generate the function `static` in
+ the source file. No forward declaration will be generated in the header file.
+ ```
+ // .cxx
+ static Fl_Window* make_window() { ... }
+ ```
+
+ Choosing *global* will generate a forward declaration of the function in the
+ header file and no `static` attribute in the source file.
+ ```
+ // .h
+ void make_window();
+ // .cxx
+ Fl_Window* make_window() { ... }
+ ```
+
+ Additionally,
+ if the *C* option is checked, the function will be declared as a plain C
+ function in the header file.
+ ```
+ // .h
+ extern "C" { void my_plain_c_function(); }
+ // .cxx
+ void my_plain_c_function() { ... }
+ ```
+
+ The *local* option will generate a function in the source file with no `static`
+ attribute. No forward declaration will be generated in the header file.
+ ```
+ // .cxx
+ Fl_Window* make_window() { ... }
+ ```
+
+ ### Declaring a Method ###
+
+ A function node inside a class node generates a C++ method. If a method node has
+ no children, the declaration is generated in the header, but no implementation
+ in the source file.
+ ```
+ // .h
+ class UserInterface {
+ public:
+ void make_window();
+ };
+ ```
+
+ If the method contains one or more Code nodes, an implementation will also be
+ generated.
+
+ ```
+ // .cxx
+ void UserInterface::make_window() {
+ printf("Hello, World!\n");
+ }
+ ```
+
+ If the method contains at least one widget, a pointer to the topmost widget
+ will be returned and the return type will be generated accordingly.
+ ```
+ // .h
+ class UserInterface {
+ public:
+ Fl_Double_Window* make_window();
+ };
+ ```
+
+ ```
+ // .cxx
+ Fl_Double_Window* UserInterface::make_window() {
+ Fl_Double_Window* w;
+ // code generated by children
+ return w;
+ }
+ ```
+
+ #### Options for Methods ####
+
+ Class access can be defined with the pulldown menu. It provides a choice of
+ `private`, `protected`, and `public`.
+
+ Fluid recognizes the keyword `static` or `virtual` at the beginning of the
+ *return type* and will generate the declaration including the keyword, but will
+ omit it in the implementation. The return type defaults still apply if there
+ is no text after the keyword.
+
+ #### Further Options ####
+
+ Users can define a comment text in the *comment* field. The first line of the
+ comment will be shown in the widget browser. The comment text will be generated
+ in the source file before the function.
+ ```
+ // .cxx
+ //
+ // My multilen comment will be here... .
+ // Fluid may actually use C style comment markers.
+ //
+ Fl_Window* make_window() {
+ ```
+
+ FLUID recognizes default values in the argument list and generates them in the
+ declaration, but omits them in the implementation.
+
+ A short function body can be appended in the *Name* field. With no child, this
+ creates an inlined function in the header file.
+
+ <!-- ---------------------------------------------------------------------- -->
+
+ \section functional_code C Source Code
+
+ ![](flCode.png) Code
+
+ Code nodes hold arbitrary C++ code that is copied verbatim into the
+ source code file. They are commonly used inside Function nodes.
+
+ ### Parents ###
+
+ Code nodes can be added inside Functions, Code Blocks, and Widget Classes.
+
+ \image html code_panel.png "Code Properties"
+ \image latex code_panel.png "Code Properties" width=9cm
+
+ The Code Properties panel features a syntax-highlighting C++ code editor.
+ Some basic bracket and braces match checking is done when closing the dialog.
+
+ When inside a Function or Code Block, the C++ code is inserted directly.
+ Inside a Widget Class, the code will be added to the constructor of the
+ widget class.
+
+ <!-- ---------------------------------------------------------------------- -->
+
+ \section functional_codeblock Code Block
+
+ ![](flCodeBlock.png) Code Block
+
+ Code Blocks are used when a single function generates different GUI elements
+ conditionally.
+
+ ### Parents ###
+
+ Code Blocks are used inside functions and methods.
+
+ ### Children ###
+
+ Code Blocks can contain widgets, code, or more code blocks.
+
+ \image html codeblock_panel.png "Code Block Properties"
+ \image latex codeblock_panel.png "Code Block Properties" width=7cm
+
+ The two fields expect the code before and after the `{ ... }` statements. The
+ second field can be empty.
+
+ Two consecutive Code Blocks can be used to generate `else`/`else if`
+ statements by leaving the second field of the first node empty.
+
+ <!-- ---------------------------------------------------------------------- -->
+
+ \section functional_decl Declaration
+
+ ![](flDeclaration.png) Declaration
+
+ ### Parents ###
+
+ Declarations can be added at the top level or inside classes and widget classes.
+
+ \image html decl_panel.png "Declaration Properties"
+ \image latex decl_panel.png "Declaration Properties" width=7cm
+
+ Declaration nodes are quite flexible and can be a simple variable declaration
+ such as `int i;`. But include statements are also allowed, as are type
+ declarations, and comments. FLUID does its best to understand user intention,
+ but the generated code should be verified by the user.
+
+ Declarations nodes at the top level can selectively generate code in the header
+ and /or in the source file. If a declaration is inside a class, the user can
+ select if the class member is *private*, *protected*, or *public* instead.
+
+ <!-- ---------------------------------------------------------------------- -->
+
+ \section functional_declblock Declaration Block
+
+ ![](flDeclarationBlock.png) Declaration Block
+
+ Declaration Blocks are a way to selectively compile child nodes via
+ preprocessor commands, typically `#ifdef TEST` and `#endif`.
+
+ ### Parents ###
+
+ Declaration Blocks can be created at the top level or inside classes.
+
+ ### Children ###
+
+ Declaration Blocks can contain classes, functions, methods, declarations, and
+ comments.
+
+ \image html declblock_panel.png "Declaration Block Properties"
+ \image latex declblock_panel.png "Declaration Block Properties" width=7cm
+
+ Users can select if the block is generated in the source file only, or in the
+ header file as well. The two input fields are used to enter the line of code
+ before and after the child nodes. Two consecutive Declaration Blocks can be
+ used to generate `#else`/`#elif` style code by leaving the second field of
+ the first node empty.
+
+ \note Declaration Blocks are not smart, and child nodes may still generate
+ unexpected code outside the scope of this block. This may change in future
+ versions of FLUID.
+
+ <!-- ---------------------------------------------------------------------- -->
+
+ \section functional_class Classes
+
+![](flClass.png) Class
+
+ FLUID can generate code to implement C++ classes. Classes can be used to keep
+ dialogs and groups of UI elements organized. See Widget Class nodes as an
+ alternative to implement compound widgets.
+
+ ### Parents ###
+
+ Class nodes can be created at top level or inside a Class or Widget
+ Class node.
+
+ ### Children ###
+
+ Class nodes can contain Functions, Declarations, Widgets, Data, and
+ other classes.
+
+ \image html class_panel.png "Class Properties"
+ \image latex class_panel.png "Class Properties" width=7cm
+
+ The *Name:* and *Subclass of:* fields should be set to standard C++ class
+ names.
+
+ Function nodes inside classes are implemented as methods. Constructors and
+ destructors are recognized and implemented as such. Inlined data is declared
+ as a static class member.
+
+ Note that methods without a code or widget node are only declared in the
+ header file, but no code is generated for them in the source file.
+
+ <!-- ---------------------------------------------------------------------- -->
+
+ \section functional_widgetclass Widget Class
+
+ ![](flWidgetClass.png) Widget Class
+
+ The Widget Class node creates a new widget type by deriving a class from another
+ widget class. These are often compound widgets derived from `Fl_Group`. A less
+ automated but more flexible way to implement compound widgets is the Class node.
+
+ ### Parents ###
+
+ Widget Class nodes can be created at top level or inside a Class or Widget
+ Class node.
+
+ ### Children ###
+
+ Widget Class nodes can contain Functions, Declarations, Widgets, Data, and
+ other classes.
+
+ ### Properties ###
+
+ Widget Class nodes use the Widget panel to edit their properties. The super
+ class can be set in the *C++* tab in the *Class* field. If that field is empty,
+ FLUID derives from `Fl_Group`.
+
+ The Widget Class always creates a constructor with the common widget parameters:
+ ```
+ MyWidget::MyWidget(int X, int Y, int W, int H, const char *L)
+ : Fl_Group(X, Y, W, H, L) { ... }
+ ```
+
+ If the super class name contains the text `Window`, two more constructors
+ and a common initializer method are created:
+ ```
+ MyWidget::MyWidget(int W, int H, const char *L) :
+ Fl_Window(0, 0, W, H, L) { ... }
+
+ MyWidget::MyWidget() :
+ Fl_Window(0, 0, 480, 320, 0) { ... }
+
+ void MyWidget::_MyWidget() { ... }
+ ```
+
+ Code and Widget nodes are then added to the constructor. Function nodes are
+ added as methods to the class. Declarations are added as class members.
+ Data nodes generate static class members.
+
+ It may be useful to design compound widgets with a variable size. The Widget
+ Panel provides a choice menu in the *GUI* tab's *Position* row under
+ *Children*. The options *resize* and *reposition* generate code to fix up
+ the coordinates of the widget after instantiation.
+
+ Note that methods without a code or widget node are only declared in the
+ header file, but no code is generated for them in the source file.
+
+ <!-- ---------------------------------------------------------------------- -->
+
+ \section functional_comment Comments
+
+ ![](flComment.png) Comment
+
+ This node adds a comment block to the generated source code.
+
+ ### Parents ###
+
+ Comment nodes can be added inside Functions, Code Blocks, and Widget Classes.
+ If a Comment node is the top node in a tree, it will appear in the source
+ files even before the `// generated by FLUID ...` line.
+
+ \image html comment_panel.png "Comment Properties"
+ \image latex comment_panel.png "Comment Properties" width=9cm
+
+ Comment blocks are generated by adding `// ` to the start of each line unless
+ the first line of a comment starts with `/``*`. In that case, FLUID assumes
+ a correct block comment and will copy the text verbatim.
+
+ Comments can be generated in the header file, the source file, or both.
+
+ FLUID keeps a small database of predefined comments. Users can add reoccurring
+ comment blocks, license information for example, to this database via the
+ pulldown menu.
+
+ Comments can also be imported from an external file.
+
+ <!-- ---------------------------------------------------------------------- -->
+
+ \section functional_data Inlined Data
+
+ ![](flData.png) Inlined Data
+
+ The Data node makes it easy to inline data from an external file into the
+ source code.
+
+ ### Parents ###
+
+ Data nodes can be added at the top level or inside Widget Classes, Classes,
+ and Declaration Blocks.
+
+ \image html data_panel.png "Data Properties"
+ \image latex data_panel.png "Data Properties" width=7cm
+
+ At top level, or inside a Declaration Block, Data can be declared *in source
+ file only*, *static in source file*, or *in source and extern in header*.
+
+ If Data is inside a Class node, it is always declared `static`. The user can
+ select *private*, *protected*, or *public*.
+
+ Data in binary mode will be stored in an `unsigned char` array. The data size
+ can be queried with `sizeof()`. In Text mode, it will be stored as `const
+ char*` and terminated with a `NUL` character.
+
+ In compressed mode, data will be compressed with zlib `compress()` and stored
+ in an `unsigned char` array. A second variable, holding the original data size,
+ is declared `int` by appending `_size` to the variable name.
+
+ ```
+ // .cxx
+ int myInlineData_size = 12034;
+ unsigned char myInlineData[380] = { 65, 128, ... };
+ ```
+
+ The Variable Name should be a regular C++ name. The Filename field expects
+ the path and name of a file, relative to the location of the .fl file.
+
+ */
diff --git a/fluid/documentation/src/page_interactive.dox b/fluid/documentation/src/page_interactive.dox
new file mode 100644
index 000000000..58f46b130
--- /dev/null
+++ b/fluid/documentation/src/page_interactive.dox
@@ -0,0 +1,57 @@
+/**
+
+ \page page_interactive Interactive Mode
+
+ \tableofcontents
+
+ <!-- ---------------------------------------------------------------------- -->
+
+ In interactive mode, FLUID allows users to construct and modify their GUI
+ design by organizing widgets hierarchically through drag-and-drop actions.
+ The project windows provide a live preview of the final UI layout.
+ Most widget attributes can be adjusted in detail using the
+ \ref page_widget_panel.
+
+ Users can also incorporate C++ coding elements such as functions, code blocks,
+ and classes. FLUID supports the integration of external sources, for
+ example images, text, or binary data, by embedding them directly into the
+ generated source code.
+
+ \image html fluid_gui_overview_800.png
+ \image latex fluid_gui_overview_800.png "FLUID Overview"
+
+ A typical FLUID session manages the widget hierarchy in the main application
+ window on the left. The project file name is shown in the title bar. In the
+ example above, we edit the FLTK _Preferences_ example file
+ `test/preferences.fl`.
+
+ \see \ref page_main_window
+
+ The layout editor window left of center, titled
+ "My Preferences" shows the GUI design as it will be generated by the C++
+ source file. The widgets "shower", "shave", and "brush teeth" are shown
+ in their selected state and can now be resized or moved by grabbing any of
+ the red boxes around the selection frame.
+
+ \see \ref page_edit_window
+
+ To the right, we have the "Widget Properties" panel. We can use this to
+ edit many more parameters of the selected widget. If multiple widgets are
+ selected, changes are applied to all of them where appropriate.
+
+ \see \ref page_widget_panel
+
+ The Widget Bin at the top is an optional tool bar (__Edit > Show Widget Bin__,
+ Alt-B). It gives quick access to all widget and code types. Widgets can
+ be added by clicking onto the tool, or by dragging them out of the tool box
+ into the layout editor.
+
+ \see \ref page_widgetbin_panel
+
+ The optional panel on the right shows a live source code preview. This is
+ very helpful for verifying how changes in the GUI will be reflected in the
+ generated C++ code (__Edit > Show Code View__, Alt-C).
+
+ \see \ref page_codeview_panel
+
+*/
diff --git a/fluid/documentation/src/page_introduction.dox b/fluid/documentation/src/page_introduction.dox
new file mode 100644
index 000000000..890dc3718
--- /dev/null
+++ b/fluid/documentation/src/page_introduction.dox
@@ -0,0 +1,69 @@
+/**
+
+ \page page_introduction Introduction
+
+ \tableofcontents
+
+<!-- ---------------------------------------------------------------------- -->
+
+ \image latex fluid-128.png "FLUID" width=3cm
+
+ FLUID, short for Fast Light User Interface Designer, is a graphical editor
+ capable of generating C++ source code and header files ready for compilation.
+ These files ultimately create an FLTK based graphical user interface
+ for an application.
+
+ The FLTK programming manual is available at https://www.fltk.org/documentation.php .
+
+ This manual provides instructions on launching FLUID as a command line tool
+ and integrating `.fl` project files into the application build process.
+ FLTK utilizes _CMake_, but other build systems and IDEs capable of running
+ external tools can also build applications based on FLUID.
+
+ The majority of the manual focuses on using FLUID as an interactive GUI
+ design tool. It covers an overview of windows, menu items, and dialog boxes,
+ detailing how to create visually appealing and consistent user experiences
+ through drag and drop functionality, a "what you see is what you get" editor,
+ and alignment tools. The \ref page_setting_dialog will detail the process of initiating
+ a new project, creating an alignment template, and incorporating
+ internationalization.
+
+ Several tutorials will explain how to generate small apps in FLUID alone,
+ and how to create more complex user interfaces, followed by some advanced
+ subjects like creating integrated reusable widget classes.
+
+ The appendices contain additional technical information for reference.
+
+<!-- ---------------------------------------------------------------------- -->
+
+ \section introduction_workflow Workflow
+
+ FLUID stores user interface designs within `.fl` project files. These files
+ are transformed into a binary application through a multi-step process.
+ Initially, FLUID converts `.fl` files into C++ source and header files.
+ Subsequently, these files are compiled into object files, which are then
+ linked with other object files to form an executable binary.
+ FLUID-generated header files give access to UI elements from other C++ modules
+ within the project. FLUID can also generate forward declarations to
+ variables and callback functions that are defined and implemented in other
+ C++ modules.
+
+ \image html fluid_flow_chart_800.png "FLUID Workflow"
+ \image latex fluid_flow_chart.png "FLUID Workflow"
+
+ Small applications can be fully designed and developed with FLUID alone.
+ Users have the option to include shell scripts in FLUID projects, enabling
+ them to directly call compilers and linkers to produce the binaries.
+
+ For medium-sized projects, a build system such as _CMake_ or an IDE
+ with integrated build setup is recommended. FLUID in interactive mode
+ can pre-generate C++ code files for direct compilation by the IDE.
+
+ In larger projects, FLUID projects frequently reference external resources
+ such as graphics, binary data, and internationalized text.
+ In such scenarios, it is very useful to distribute the `.fl` project files
+ instead of prebuilt source files. FLUID in command-line mode can then be
+ called as an external tool, dynamically generating C++ source code from all
+ external resources at build time.
+
+ */
diff --git a/fluid/documentation/src/page_main_window.dox b/fluid/documentation/src/page_main_window.dox
new file mode 100644
index 000000000..005ce01ec
--- /dev/null
+++ b/fluid/documentation/src/page_main_window.dox
@@ -0,0 +1,371 @@
+/**
+
+ \page page_main_window Main Application Window
+
+ \tableofcontents
+
+ \image html main_window.png "Main Application Window"
+ \image latex main_window.png "Main Application Window" width=5cm
+
+ A FLUID project is a hierarchy of nodes. Each node holds information to
+ generate C++ source code which in turn generates the user interface that
+ is created in the layout editor windows. Projects usually define one or more
+ functions. These functions can generate one or more
+ FLTK windows and all the widgets that go inside those windows.
+
+ The FLUID Main Window is split into three parts. The title bar shows the
+ status of the source and project files. The menu bar provides a wealth of
+ menu items for all major actions in FLUID. The biggest part of the
+ app window is the widget browser, a tree structure that lists every code
+ node and widget in the project.
+
+ <!-- ---------------------------------------------------------------------- -->
+ \section main_titlebar Title Bar
+
+ \image html main_titlebar.png
+ \image latex main_titlebar.png "Title Bar" width=5cm
+
+ The title bar shows the status of the project file, _function_panel.fl_ in this
+ case, followed by an asterisk if the project was changed after it was saved.
+ If the asterisk shows, FLUID will ask the user to save changes before closing
+ the project, loading another project, or starting a new one. Pressing `Ctrl-S`
+ will save the project and make the asterisk disappear.
+
+ The _.cxx_ in the title bar reflects the status of header and source files
+ in relation to the project. A trailing asterisk indicates that the project and code
+ files differ. Pressing `Ctrl-Shift-C` to write the code files will make this
+ asterisk go away.
+
+ \note FLUID currently supports only one open project at a time.
+
+ <!-- ---------------------------------------------------------------------- -->
+ \section main_menubar Application Menu Bar
+
+ \image html main_menubar.png
+ \image latex main_menubar.png "Main Menu" width=5cm
+
+ The menu bar is the true control center of FLUID. All actions start here.
+
+ The *File* menu offers the common file operation for FLUID projects. Projects
+ can be loaded, merged, and saved. *Print* will print a snapshot of all open
+ project windows.
+ The *New From Template* item opens a dialog that provides access to a small
+ number of sample projects. More projects can be added using *Save as Template*.
+
+ Use *Write Code* to write the header and source code files, and *Write Strings*
+ to write the translation file if one of the internationalization options
+ is active.
+
+ The *Edit* menu is mainly used to manipulate widgets within the widget tree.
+ The bottom entries toggle various dialogs and pop up the settings panel.
+
+ The *New* menu holds a list of all widgets that can be used in FLUID. They
+ are grouped by functionality, very similarly to the widget bin. New widgets are
+ added inside or right after the selected widget. If the parent widget is not
+ compatible, FLUID tries to find another location for the widget. If that also
+ fails, FLUID will pop up a dialog, describing the required parent type.
+
+ The *Layout* menu is used to adjust the position and size of widgets in
+ relation to each other.
+
+ The *Shell* menu gives quick access to user definable shell scripts. Note that
+ scripts can be stored inside `.fl` project files.
+
+ \see \ref main_menu_items
+
+ <!-- ---------------------------------------------------------------------- -->
+ \section main_widget_browser Widget Tree View
+
+ \image html main_browser.png
+ \image latex main_browser.png "Widget Browser" width=5cm
+
+ 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 "Button emergency_btn" in the example), or by their \e type
+ and \e label (such as "Double_Window "My Main Window"").
+
+ 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).
+
+ Nodes are moved within their group using
+ `F2` and `F3`. They can be grouped and ungrouped with `F7` and `F8`, and
+ relocated by selecting them and using cut, copy, and paste.
+
+ Every line in the browser has the same basic format. The level of indentation
+ reflects the depth of a node within the tree.
+
+ The triangle appears only in front of nodes that can have children. If it is
+ white, the group has no children. If it is black, there is at least one child.
+ If the triangle points to the right, the children are hidden in the tree view.
+ Click the triangle to reveal all children.
+
+ The icon to the right is a small representation of the base type of the node.
+ Widgets are gray, windows have a blue title bar, and functional nodes are
+ green. If the widget is static or private, a padlock icon will appear in the
+ bottom right corner of the type icon.
+
+ The content of text fields depends on the node type. If a comment is set, it
+ appears in green over the text. Widgets combine their type (bold black) and
+ label text (red), or their C++ name in black (not bold).
+
+ All colors and font styles can be customized in the User tab of the
+ Settings panel.
+
+ <!-- ---------------------------------------------------------------------- -->
+ \section main_menu_items The Main Menu
+
+The "New" menu of the main menu bar is duplicated as a pop-up menu on any
+layout editor window. The shortcuts for all the menu items work in any
+window. The menu items are:
+
+__File > New (Ctrl+n)__: Close the current project and start a new, empty project.
+
+__File > Open... (Ctrl+o)__: Discard the current editing session and read in a
+different `.fl` project file. You are asked for confirmation if you have
+changed the current file.
+
+FLUID can also read `.fd` files produced by the Forms and XForms "fdesign"
+programs. It is best to _File > Merge_ them instead of opening them. FLUID does
+not understand everything in a `.fd` file, and will print a warning message on
+the controlling terminal for all data it does not understand. You will probably
+need to edit the resulting setup to fix these errors. Be careful not to save
+the file without changing the name, as FLUID will write over the `.fd` file
+with its own format, which fdesign cannot read!
+
+__File > Insert... (Ctrl+i)__: Insert the contents of another `.fl` file
+without changing the name of the current `.fl` file. All the functions (even if
+they have the same names as the current ones) are added, and you will have to
+use cut/paste to put the widgets where you want.
+
+__File > Save (Ctrl+s)__: Write the current data to the `.fl` file. If the
+file is unnamed then FLUID will ask for a filename.
+
+__File > Save As... (Ctrl+Shift+S)__: Ask for a new filename and
+save the file.
+
+__File > Save A Copy...__: Save a copy of the `.fl` data to a different file.
+
+__File > Revert...__: Revert the `.fl` data to the previously saved state.
+
+__File > New From Template...__: Create a new user interface design from a
+previously saved template. This can be useful for including a predefined
+enterprise copyright message for projects, or for managing boilerplate code
+for repeating project code.
+
+__File > Save As Template...__: Save the current project as a starting point
+for future projects.
+
+__File > Print... (Ctrl-P)__: Generate a printout containing all currently
+open windows within your project.
+
+__File > Write Code (Ctrl+Shift+C)__: Write the GUI layout as a `.cxx` and
+`.h` file. These are exactly the same as the files you get when you run
+FLUID with the `-c` switch.
+
+The output file names are the same as the `.fl` file, with the leading directory
+and trailing ".fl" stripped, and ".h" or ".cxx" appended.
+
+__File > Write Strings (Ctrl+Shift+W)__: Write a message file for all of the
+text labels and tooltips defined in the current file.
+
+The output file name is the same as the `.fl` file, with the leading directory
+and trailing ".fl" stripped, and ".txt", ".po", or ".msg" appended depending on
+the \ref setting_i18n "Internationalization Mode".
+
+__File > Quit (Ctrl+q)__: Exit FLUID. You are asked for confirmation if you
+have changed the current file.
+
+__Edit > Undo (Ctrl+z)__ and __Redo (Shift+Ctrl+z)__: FLUID saves the project
+state for undo and redo operations after every major change.
+
+__Edit > Cut (Ctrl+x)__: Delete the selected widgets and all of their children.
+These are saved to a "clipboard" file and can be pasted back into any
+FLUID window.
+
+__Edit > Copy (Ctrl+c)__: Copy the selected widgets and all of their children
+to the "clipboard" file.
+
+__Edit > Paste (Ctrl+v)__: Paste 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.
+
+__Edit > Duplicate (Ctrl-u)__: Duplicate all currently selected widgets and
+insert the duplicates after the last selected widget.
+
+__Edit > Delete__: Delete all selected widgets.
+
+__Edit > Select All (Ctrl+a)__: Select 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.
+
+__Edit > Properties... (F1 or double click)__: Display the current widget in
+the widgets panel. If the widget is a window and it is not visible then the
+window is shown instead.
+
+__Edit > Sort__: Sort 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.
+
+__Edit > Earlier (F2)__: Move 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.
+
+__Edit > Later (F3)__: Move all of the selected widgets one later in order
+among the children of their parent (if possible).
+
+__Edit > Group (F7)__: Create a new Fl_Group and make all the currently
+selected widgets children of it.
+
+__Edit > Ungroup (F8)__: Delete the parent group if all the children of a
+group are selected.
+
+__Edit > Show or Hide Overlays (Ctrl+Shift+O)__: Toggle 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.
+
+__Edit > Show or Hide Guides (Ctrl+Shift+G)__: Guides can be used to arrange a
+widget layout easily and consistently. They indicate preferred widget
+positions and sizes with user definable margins, grids, and gap sizes. See
+the "Layout" tab in the "Settings" dialog, \ref setting_layout.
+
+This menu item enables and disables guides and the snapping action when dragging
+widgets and their borders.
+
+__Edit > Show or Hide Restricted (Ctrl+Shift+R)__: The behavior of overlapping
+widgets in FLTK is undefined. By activating this button, a hatch pattern is
+shown, highlighting areas where restricted or undefined behavior may occur.
+
+__Edit > Show or Hide Widget Bin (Alt+B)__: The widget bin provides quick
+access to all widget types supported by FLUID. Layouts can be created by
+clicking on elements in the widget bin, or by dragging them from the bin to
+their position within the layout. This button shows or hides the widget bin.
+
+__Edit > Show or Hide Code View (Alt+C)__: Shows or hide
+the source code preview window. Any changes to the layout or code in the layout
+editor can be previewed and verified immediately in the Code View window.
+
+__Edit > Settings... (Alt+p)__: Open the application and project settings
+dialog: \ref page_setting_dialog
+
+__New > Code > Function__: Create 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 an 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 ).
+
+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.
+
+You can change the function name by double-clicking on the
+function.
+
+\see \ref functional_function
+
+__New > Group > Window__: Create 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 480x320. You can resize it to
+whatever size you require.
+
+The widget panel will also appear and is described later in
+this chapter.
+
+__New > ...__: All other items on the New menu are subclasses of
+`Fl_Widget`. Creating them will add them to the
+currently selected group or window, or the group or window
+containing the currently selected widget. The initial
+dimensions and position are chosen by copying the current
+widget, if possible.
+
+When you create the widget you will get the widget's control
+panel, which is described later in this chapter.
+
+__Layout > Align > ...__: Align all selected widgets to the first widget in
+the selection.
+
+__Layout > Space Evenly > ...__: Space all selected widgets evenly inside the
+selected space. Widgets will be sorted from first to last.
+
+__Layout > Make Same Size > ...__: Make all selected widgets the same size as
+the first selected widget.
+
+__Layout > Center in Group > ...__: Center all selected widgets relative to
+their parent widget
+
+__Layout > Grid and Size Settings... (Ctrl+g)__: Display the grid settings
+panel. See \ref setting_layout .
+
+This panel controls dimensions 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.
+
+Layout preferences are defined using margins to parent groups and windows, gaps
+between widget, and/or by overlaying a grid over a group or window. A layout
+comes as a suite of three presets, one for the main application window, one
+for dialog boxes, and one for toolboxes.
+
+FLUID comes with two included layout suites. `FLTK` was used to design FLUID and
+other included apps, and `Grid` is a more rigid grid layout. Users can add
+more suites, import and export them, and include them into their `.fl`
+project files.
+
+__Shell > Customize... (Alt+x)__: Displays the shell command settings panel.
+Shell commands are commonly used to run a 'make' script to compile the FLUID
+output. See \ref setting_shell .
+
+__Help > About FLUID__: Pops up a panel showing the version of FLUID.
+
+*/
diff --git a/fluid/documentation/src/page_setting_dialog.dox b/fluid/documentation/src/page_setting_dialog.dox
new file mode 100644
index 000000000..78b7282ee
--- /dev/null
+++ b/fluid/documentation/src/page_setting_dialog.dox
@@ -0,0 +1,338 @@
+/**
+
+ \page page_setting_dialog Settings Dialog
+
+ \tableofcontents
+
+ <img src="w_settings.png" align="left" hspace="10" vspace="10" />
+ \image latex w_settings.png "Settings Dialog" width=7cm
+
+ The *Settings* dialog combines application preferences
+ and project settings in a compact set of six tabs.
+
+ The *General* tab contains a collection of application wide settings. They are
+ stored as user preferences.
+
+ The *Project* tab holds settings for the current project. They are saved with
+ the `.fl` file.
+
+ The *Layout* tab manages databases of preferred widget alignment. These
+ preferences can be saved per user, or as part of the project, or exported for
+ use in other projects.
+
+ The *Shell* tab manages a database of quick access shell commands and scripts.
+ Shell commands can be saved as a user preference and also as part of the
+ `.fl` project file.
+
+ The *Locale* tab sets the method of internationalizing texts in the project,
+ commonly used for labels and tooltips.
+
+ The *User* tab manages customization of fonts and colors in the widget browser.
+ These settings are stored as user preferences.
+
+ <div style="clear:both;"></div>
+
+ <!-- ---------------------------------------------------------------------- -->
+ \section setting_general Application Settings
+
+ <img src="w_settings_general_tab.png" align="left" hspace="10" vspace="10" />
+ \image latex w_settings_general_tab.png "General Settings Tab" width=7cm
+
+ __Scheme__:
+
+ Select one of the graphics schemes built into FLTK. It's helpful
+ to verify the look of various schemes for an application design.
+
+ __Options__:
+
+ Various options to make life as a developer more convenient.
+
+ __Recent Files__:
+
+ FLUID keeps track of recently opened files.
+
+ __External Editor__:
+
+ Users that don't like the built-in FLUID code editor can enter a shell command
+ here that opens the content of Code nodes in an external editor. FLUID does
+ its best to pick up on changed content or when the editor is closed.
+
+ __Overlays__:
+
+ The *Position Guides* are little red arrows that indicate if snap points are
+ found. See the *Layout* tab for details. *Restricted Areas* are areas where
+ widgets from within the same group overlap. They are visible in the project
+ window as a diagonally hashed pattern. *Ghosted Group Outlines* show faint
+ frames around groups that would otherwise be invisible in the project window.
+
+ <div style="clear:both;"></div>
+
+ <!-- ---------------------------------------------------------------------- -->
+ \section setting_project Project Settings
+
+ <img src="w_settings_project_tab.png" align="left" hspace="10" vspace="10" />
+ \image latex w_settings_project_tab.png "Project Settings Tab" width=7cm
+
+ __Header File__, __Code File__:
+
+ These fields are used to build the file path and name of the generated header
+ and source file. If one field is empty the value defaults to `.h` and `.cxx`
+ respectively. If a name starts with a `.`, FLUID assumes that the rest of the
+ text is a file extension. The code file name is then generated by replacing
+ the extension of the `.fl` project file name.
+
+ \todo Document the exact way the source and header file paths are calculated
+ for interactive FLUID, and for FLUID launched from the command line.
+
+ __Include Header from Code__:
+
+ If checked, the statement to include the header file is automatically
+ generated in one of the first lines of the source file.
+
+ __Menu shortcuts use FL_COMMAND__:
+
+ Setting this option will replace FL_CTRL and FL_META as a modifier for
+ shortcuts with the platform aware modifiers FL_COMMAND and FL_CONTROL, making
+ shortcuts more portable between macOS and Windows/Linux.
+
+ __allow Unicode__:
+
+ If unchecked, Unicode characters in strings are escaped. If checked, the Unicode
+ character is stored in the source code in UTF-8 encoding.
+
+ __avoid early include__:
+
+ FLUID by default includes `<FL/Fl.H>` early in the header file. If this option
+ is checked, users can include other files before including the FL header. The
+ user must then include `<FL/Fl.H>` later using a Declaration node.
+
+ <div style="clear:both;"></div>
+
+ <!-- ---------------------------------------------------------------------- -->
+ \section setting_layout Layout Preferences
+
+ <img src="w_settings_layout_tab.png" align="left" hspace="10" vspace="10" />
+ \image latex w_settings_layout_tab.png "Layout Settings Tab" width=7cm
+
+ Layouts are a collection of hints that help when interactively positioning and
+ resizing widgets in the project window. Layouts come in a set of three for
+ the application window, for dialog boxes, and for toolboxes.
+
+ __Layout__:
+
+ The layout pulldown menu lets users choose from a list of existing layouts.
+ The plus button creates a new set of layouts based on the currently selected
+ layout.
+ The pulldown menu has items to rename, load, and save layouts. It can also
+ change the location where the layout is stored. The FLUID beaker is for
+ layouts that are predefined in FLUID, the portrait icon stores as user
+ preference, the document
+ icon stores the layout in the `.fl` file, and the disk icon lets users store
+ layout in external files.
+
+ __Window Margin and Grid__:
+
+ Snap widget position to that margin in relation to the window. The grid
+ snaps widgets to fixed intervals.
+
+ __Group Margin and Grid__:
+
+ Snap widget position to that margin in relation to the group. The grid
+ snaps widgets to fixed intervals relative to the top left of the group.
+
+ __Tabs Margin__:
+
+ Snap the tab inside `Fl_Tabs` to the tab border and the offset given in
+ Margins.
+
+ __Widget Minimum, Increment, and Gap__:
+
+ _Minimum_ sets the minimal width of a widget. _Increment_ is the size multiplier
+ added to the _Minimum_ value. _Gap_ is the preferred distance to other widgets
+ in the same group.
+
+ __Label Font__, __Text Font__:
+
+ The preferred label and text font and size for new widgets.
+
+ <div style="clear:both;"></div>
+
+ <!-- ---------------------------------------------------------------------- -->
+ \section setting_shell Shell Commands
+
+ <img src="w_settings_shell_tab.png" align="left" hspace="10" vspace="10" />
+ \image latex w_settings_shell_tab.png "Shell Settings Tab" width=7cm
+
+ __Shell Command List__:
+
+ A list of all currently available shell commands. The portrait symbol in front
+ of the name indicates that the script is stored in the user preferences. The
+ document symbol saves them within the `.fl` project file.
+
+ `[+]` adds a fresh new script to the list, `[++]` duplicates the currently
+ selected script. `[DEL]` deletes it, and `[v]` offers import and export
+ functionality. The `[T]` button shows the terminal window, and finally the
+ `[Run]` button runs the selected shell script.
+
+ Selecting a shell script will fill in the bottom half of the dialog.
+
+ __Name__:
+
+ This is the name of the script as it appears in the Shell Command List.
+
+ __Menu Label__:
+
+ Shell scripts that match the *Condition* flag are also available for quick
+ access in the *Shell* menu in the main window and via shortcut key
+ combinations. This is the text that is used for the menu entry.
+
+ __Shortcut__:
+
+ Assign a keyboard shortcut to this shell script for even faster access. FLUID
+ does not check if a shortcut is already used elsewhere. Try to avoid
+ collisions, especially when the script is part of a project file.
+
+ __Store__:
+
+ Choose where to store the settings of this shell script, either in the user
+ preferences or as part of the `.fl` project file.
+
+ __Condition__:
+
+ Shell scripts can be quite different for different platforms hosting FLUID.
+ This choice limits scripts to specific platforms. Multiple scripts can have
+ the same shortcut if they have different conditions.
+
+ __Shell Script__:
+
+ This is a text field for the shell script. The `[v]` pulldown menu has a list
+ of variables that are replaced with the corresponding value before running
+ the script. The zoom button gives access to a much larger shell script editor.
+
+ The options below are a list of actions that can be executed before running
+ the script.
+
+ <div style="clear:both;"></div>
+
+ <!-- ---------------------------------------------------------------------- -->
+ \section setting_i18n Internationalization
+
+ The *Locale* tab can be used to configure optional internationalization.
+ FLUID supports GNU `gettext` and POSIX `catgets`.
+
+ FLUID supports internationalization (I18N for short) of label
+ strings and tooltips used by widgets. The GNU gettext option also
+ supports deferred translation of statically initialized menu item
+ labels. The setting panel (`Alt+p`) provides access
+ to the I18N options.
+
+ \image html w_settings_i18n_gnu.png
+ \image latex w_settings_i18n_gnu.png "I18N With GNU gettext" width=7cm
+
+ FLUID supports three methods of I18N: none, GNU
+ gettext, and POSIX catgets. The "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 GNU gettext option adds some preprocessor code to the source file:
+ ```
+ #include <libintl.h>
+ #ifndef gettext_noop
+ # define gettext_noop(text) text
+ #endif
+ ```
+ and the gettext call around strings in the source code:
+ ```
+ new Fl_Button(50, 50, 54, 40, "Button");
+ // ->
+ new Fl_Button(50, 50, 54, 40, gettext("Button"));
+ ```
+
+ 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.
+
+ __Include__: controls the header file to include for
+I18N; by default this is \b <libintl.h>, the
+standard I18N file for GNU gettext.
+
+ __Conditional__: If this field contains a macro name, i18n will only be
+ compiled into the product if this macro is defined. The build system should
+ define the macro only if all required headers and libraries are available. If
+ the macro is not defined, no headers are included and `gettext` passes text
+ through untranslated.
+
+ __Function__: controls the function (or macro) that will retrieve the localized
+ message; by default the \p gettext function will be called.
+
+ __Static Function__: names a macro that will mark static text fields for
+ extraction with the `xgettext` tool. The default macro name is
+ \p gettext_noop and will be defined as `#define gettext_noop(text) text`
+ right after the `#include` statement. FLUID will call `gettext` on static
+ texts later, after the textdomain was set by the user.
+
+ \see [GNU gettext special cases](https://www.gnu.org/software/gettext/manual/html_node/Special-cases.html)
+
+ \image html w_settings_i18n_psx.png
+ \image latex w_settings_i18n_psx.png "I18N With POSIX catgets" width=7cm
+
+ The "POSIX catgets" method uses the POSIX catgets function to
+ retrieve a numbered message from a message catalog before
+ calling the widget constructor.
+
+ FLUID's code support for 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.
+
+ This option adds some preprocessor code to the source file:
+ ```
+ #include <nl_types.h>
+ // Initialize I18N stuff now for menus...
+ #include <locale.h>
+ static char *_locale = setlocale(LC_MESSAGES, "");
+ static nl_catd _catalog = catopen("", 0);
+ ```
+ and the catgets call around strings in the source code:
+ ```
+ new Fl_Button(50, 50, 54, 40, "Button");
+ // ->
+ new Fl_Button(50, 50, 54, 40, catgets(_catalog,1,6,"Button"));
+ ```
+
+ __Include__: controls the header file to include for
+ I18N; by default this is \b <nl_types.h>, the
+ standard I18N file for POSIX catgets.
+
+ __Conditional__: include the header file only if this preprocessor macro is
+ defined.
+
+ __Catalog__: 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.
+
+ __Set__: controls the set number in the catalog file.
+The default set is 1 and rarely needs to be changed.
+
+ <!-- ---------------------------------------------------------------------- -->
+ \section setting_user User Interface Preferences
+
+ <img src="w_settings_user_tab.png" align="left" hspace="10" vspace="10" />
+ \image latex w_settings_user_tab.png "User Settings Tab" width=7cm
+
+ This tab lets users change the font and color of text in the widget browser.
+ The settings are stored in the user preferences.
+
+ All changes are directly visible in the widget browser.
+
+ <div style="clear:both;"></div>
+
+ */
diff --git a/fluid/documentation/src/page_tutorial.dox b/fluid/documentation/src/page_tutorial.dox
new file mode 100644
index 000000000..3f0d48cae
--- /dev/null
+++ b/fluid/documentation/src/page_tutorial.dox
@@ -0,0 +1,534 @@
+/**
+
+ \page page_tutorial Tutorials
+
+ \tableofcontents
+
+<!-- ---------------------------------------------------------------------- -->
+
+ \section fluid_hello_world_tutorial Hello, World!
+
+ The first FLUID tutorial explains the FLUID basics. It creates a single
+ `main()` function that opens an application window with a static text box
+ inside.
+
+ After launching FLUID we want to make sure that two very useful tool windows
+ are open.
+ The "Widget Bin" gives quick access to all available widgets and functional
+ types. It can be opened via the main menu: __Edit > Show Widget Bin__, or
+ using the shortcut __Alt-B__.
+
+ The second very helpful tool box is the "Code View". The Code View gives
+ a preview of the code as it will be generated by FLUID. All changes in the
+ layout or in attributes are reflected immediately in the Code View.
+ Choose __Edit > Show Code View__ or press __Alt-C__ to get this
+ toolbox. Make sure that _Auto-Refresh_ and _Auto-Position_ are active in
+ the Code View.
+
+ Let's start Hello World from scratch. If there is already a previous project
+ loaded, select __File > New__ or __Ctrl-N__.
+
+ Before we can create a window, we need a "C" function that can be called
+ when we run the program. Select __New > Code > Function/Method...__ or click on
+ the
+ \image{inline} html flFunction.png "Function/Method"
+ \image{inline} latex flFunction.png
+ image in the widget bin.
+
+ A function is added as a first line to the widget tree in the main window,
+ and a "Function/Method Properties" dialog box will pop up. For our Hello World
+ program, delete all text in the top "Name(args)" text field. If this field
+ is left empty, FLUID will generate a `main(argc, argv)` function for us.
+
+ \image html fluid4.png "Function/Method Properties Dialog"
+ \image latex fluid4.png "Function/Method Properties Dialog" width=7cm
+
+ Click OK to apply the changes you made in the Function Properties dialog.
+ You can get this dialog back at any time by selecting the function in the
+ main window and pressing __F1__, or by double-clicking it.
+
+ Note that the function will not show up in the Code View yet. FLUID will
+ not generate code for functions that don't have any content, and only create
+ a forward declaration in the header file, assuming that the function will
+ be implemented inside another module.
+
+ Keep the `main` function selected and add an `Fl_Window` to the function by
+ selecting __New > Group > Window...__, by clicking the
+ \image{inline} html flWindow.png "Group/Window"
+ \image{inline} latex flWindow.png
+ image in the Widget Bin, or by dragging the Group/Window image from the
+ Widget Bin onto the desktop.
+
+ A new application window will open up on the desktop. The thin red outline
+ around the window indicates that it is selected. Dragging the red line will
+ resize the window. Take a look at the Code View: the main function
+ is now generated, including code to instantiate our `Fl_Window`.
+
+ To edit all the attributes of our window, make sure it is selected and press
+ __F1__, or double-click the entry in the main FLUID window, or double-click
+ the window itself. The "Widget Properties" dialog box will pop up. Enter
+ some text in the "Label:" text box and see how the label is updated immediately
+ in the window itself, in the widget list, and in the Code View.
+
+ Adding a static text to our window is just as easy. Put an `Fl_Box` into our
+ window by selecting __New > Other > Box__, or by clicking on the
+ \image{inline} html flBox.png "Other/Box"
+ \image{inline} latex flBox.png
+ image in the Widget Bin, or by dragging the Other/Box image from the
+ Widget Bin into our newly created window.
+
+ Most importantly, enter the text "Hello, World!" in the "Label:" field
+ of the Box Widget Properties panel to achieve the goal of this tutorial. Now
+ is also a great time to experiment with label styles, label fonts, sizes,
+ colors, etc. .
+
+ Finally, we should save our project as an `.fl` project file somewhere. Once
+ the project is saved, select __File > Write Code__ or press __Shift-Ctrl-C__
+ to write our source code and header file to the same directory.
+
+ Compile the program using a Makefile, CMake file, or fltk-config as described
+ in the FLTK manual and the `README.txt` files in the FLTK source tree.
+
+<!-- ---------------------------------------------------------------------- -->
+
+ \section fluid_1of7guis_tutorial 7GUIs, Task 1
+
+ In the first "Hello World" tutorial, we built an entire application in FLUID.
+ It's a boring application though that does nothing except quitting when the
+ close button in the window border is clicked.
+
+ \image html 1of7GUIs.png "Task 1 of 7GUIs"
+ \image latex 1of7GUIs.png "Task 1 of 7GUIs" width=5cm
+
+ The second tutorial will introduce callbacks by implementing task 1, "Counter",
+ of 7GUIs. 7GUIs has been created as a spin-off of my master’s thesis
+ Comparison of Object-Oriented and Functional Programming for GUI Development
+ at the Human-Computer Interaction group of the Leibniz Universität Hannover
+ in 2014. 7GUIs defines seven tasks that represent typical challenges in GUI
+ programming. https://eugenkiss.github.io/7guis/ .
+
+ Task 1 requires "Understanding the basic ideas of a language/toolkit. The
+ task is to build a frame containing a label or read-only textfield T and a
+ button B. Initially, the value in T is “0” and each click of B increases the
+ value in T by one."
+
+ Our knowledge from tutorial 1 is enough to generate the `main()` function, and
+ add an `Fl_Window`, an `Fl_Output`, and an `Fl_Button`. To make life easy,
+ FLUID comes with a built-in template for this tutorial. Just select
+ __File > New from Template...__ and double-click "1of7GUIs" in the Template
+ Panel.
+
+ We will need to reference the output widget in our callback, so let's assign a
+ pointer to the widget to a global variable and give that variable a name.
+ Open the Widget Properties dialog by double-clicking the output widget.
+ Change to the "C++" tab, and enter "`counter_widget`" in the "Name:" field.
+
+ The "Count" button is the active element in our application. To tell the
+ app what to do when the user clicks the button, we create a callback function
+ for that button. Open the widget properties dialog for the button.
+ In the "C++" tab, we find the input field "Callback:".
+
+ The callback is called exactly once every time the user clicks the button. Our
+ strategy here is to read the current value from the `counter_widget`,
+ increment it by 1, and write it back to `counter_widget`.
+ The FLTK documentation tells us that we can use `Fl_Output::ivalue()` to get
+ text in `Fl_Output` as an integer, and we can write it back by calling
+ `Fl_Output::value(int)`. When the value is changed, FLTK will automatically
+ redraw the output widget for us. So here is the callback code:
+
+ ```
+ int i = counter_widget->ivalue();
+ i++;
+ counter_widget->value(i);
+ ```
+
+ That's it. This is a complete interactive desktop application. Compile, link,
+ run, and test it to see how it works.
+
+<!-- ---------------------------------------------------------------------- -->
+
+\section fluid_cubeview_tutorial Cube View
+
+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 "CubeView demo"
+\image latex cubeview.png "CubeView demo" width=7cm
+
+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 callback member functions of 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 that 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":
+<br>
+
+<!-- Code copied from test/CubeView.h -->
+\code
+#include <FL/Fl.H>
+#include <FL/Fl_Gl_Window.H>
+#include <FL/gl.h>
+
+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(double angle) { vAng = angle; }
+
+ // Return the rotation about the vertical (y) axis.
+ double v_angle() const { 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(double angle) { hAng = angle; }
+
+ // The rotation about the horizontal (x) axis.
+ double h_angle() const { 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(double 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(double y) { yshift = y; }
+
+ /* The widget class draw() override.
+ *
+ * The draw() function initializes 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.
+ */
+ void drawCube();
+
+ double vAng, hAng;
+ double 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
+"CubeView" demo included with FLTK.
+<br>
+
+<!-- Code copied from test/CubeView.cxx -->
+\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)
+{
+ Fl::use_high_res_GL(1);
+ vAng = 0.0;
+ hAng = 0.0;
+ size = 10.0;
+ xshift = 0.0;
+ yshift = 0.0;
+
+ /* 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;
+}
+
+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, pixel_w(), pixel_h());
+ glOrtho(-10, 10, -10, 10, -20050, 10000);
+ glEnable(GL_BLEND);
+ glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
+ }
+
+ glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
+
+ glPushMatrix();
+
+ glTranslatef((GLfloat)xshift, (GLfloat)yshift, 0);
+ glRotatef((GLfloat)hAng, 0, 1, 0);
+ glRotatef((GLfloat)vAng, 1, 0, 0);
+ glScalef(float(size), float(size), float(size));
+
+ drawCube();
+
+ glPopMatrix();
+}
+\endcode
+
+\subsection fluid_cubeview_ui 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 "FLUID file for CubeView"
+\image latex fluid1.png "FLUID file for CubeView" width=7cm
+
+\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 understand 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 "FLUID window containing CubeView demo"
+\image latex fluid2.png "FLUID window containing CubeView demo" width=7cm
+
+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 an 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 "CubeView methods"
+\image latex fluid3-cxx.png "CubeView methods" width=7cm
+
+\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 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 to 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. As 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 "CubeView constructor"
+\image latex fluid4.png "CubeView constructor" width=7cm
+
+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 a 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.
+
+*/
diff --git a/fluid/documentation/src/page_widget_panel.dox b/fluid/documentation/src/page_widget_panel.dox
new file mode 100644
index 000000000..158f4663b
--- /dev/null
+++ b/fluid/documentation/src/page_widget_panel.dox
@@ -0,0 +1,429 @@
+/**
+
+ \page page_widget_panel Widget Properties Panel
+
+ \tableofcontents
+
+ # The Widget Properties Panel #
+
+ \image html widget_panel.png "Widget Properties"
+ \image latex widget_panel.png "Widget Properties" width=9cm
+
+ This panel is used to edit the properties of the currently selected widgets.
+ It can be opened by double-clicking on a widget or by pressing `F1`.
+
+ When you change attributes using this panel, the changes are
+ reflected immediately in the window. It is useful to hit the
+ "Hide Overlays" 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.
+
+ One or more widgets can be selected at the same time, and most attribute
+ changes will be applied to the entire selection.
+ Depending on the selected widget types, some properties may
+ be grayed out or may not be visible.
+
+ All changes in the widget panel are immediately applied to all selected
+ widgets and their effect can be seen in the project window. It can be very
+ useful to keep the *Code View* window open at all times. All code changes
+ appear instantly for all generated files if *Auto-Refresh* is active.
+
+ FLUID generates only code for properties that differ from their default
+ setting. If a widget class is derived from another class, FLUID can't know
+ the defaults and will generate code for all attributes instead.
+
+ \image html wLiveMode.png
+ \image latex wLiveMode.png "" width=9cm
+
+ Correctly resizing a window can be a complex task. It is easier to check
+ resizing behavior on a more local level first.
+ To use *Live Resize*, select any group or window in your project. FLUID creates
+ a resizable clone of that part of your design to try out resizing behavior
+ of that group only.
+
+ The widget panel itself is resizable to make more room for entering code
+ and long texts.
+
+ <!-- ---------------------------------------------------------------------- -->
+ \section widget_panel_gui The GUI Tab
+
+ \image html wp_gui_tab.png
+ \image latex wp_gui_tab.png "" width=9cm
+
+ The widget panel has three standard tabs that apply to all widgets. Some widget
+ types, `Fl_Grid` and children of `Fl_Grid`, will create additional
+ tabs with more options.
+
+ The GUI tab controls basic GUI settings, including label text and widget size.
+
+ \image html wp_gui_label.png
+ \image latex wp_gui_label.png "" width=7cm
+
+ The *Label* field can be any Unicode string and is stored as a static text.
+ If internationalization is enabled, the corresponding modifiers are
+ added. Labels can span multiple lines by pressing `Ctrl-J` to insert a newline
+ (NL) character.
+
+ The `@` character adds a symbol to the label. See *Labels and Label Types*
+ in the FLTK documentation.
+
+ The pulldown menu offers some additional rendering styles for the label.
+
+ \image html wp_gui_image.png
+ \image latex wp_gui_image.png "" width=7cm
+
+ Add an image to the widget label here. The second row takes an optional image
+ for rendering a deactivated widget.
+
+ The image path must be relative to the location of the `.fl` file and not
+ necessarily the current directory. It is helpful to keep images in the same
+ directory as the `.fl` file.
+
+ The image data is inlined into the source code. 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. The `.fl` project files however store only the image
+ file name, so you will need the image files as well to read a project file.
+
+ FLUID can read XBM bitmap files, XPM pixmaps with a transparency channel, and
+ all other types supported by the FLTK image extension. FLUID stores images
+ as bitmaps or RGB data by default. If *compressed* is selected in the image
+ properties field, the image is stored in its original format, and
+ the FLTK-images library must be linked to decompress the image at runtime.
+
+ Images are stored at their original resolution. The image properties dialog
+ provides *Scale* settings to scale the image before rendering to screen.
+ To make full use of high-dpi screen support, images should be stored at double
+ resolution and then scaled to FLTK coordinates. This gives FLTK the chance to
+ fall back to the full size image for high-dpi screens.
+
+ \image html wp_gui_alignment.png
+ \image latex wp_gui_alignment.png "" width=7cm
+
+ Control alignment of the label in relation to the widget position and size as
+ well as the relation between the image and the label. The box on the right
+ toggles between inside and outside label alignment.
+
+ \image html wp_gui_size.png
+ \image latex wp_gui_size.png "" width=7cm
+
+ Control the size and position of a widget here. The input fields react to
+ vertical scroll wheel input for interactive positioning.
+
+ All fields understand basic math. They are evaluated after the formula is
+ entered and the result is stored in the respective properties. Formulas can
+ also contain a number of variables. The *x* input can handle the variables
+ `x` for its own position, `px` for the parent position, `sx` for the previous
+ sibling, `cx` for the leftmost x position of all children, and `i`, which is a
+ counter through all selected widgets.
+
+ The formula `x+10` in the *x* field moves all selected widgets 10 pixels to
+ the right. `100+25*i` in the *y* field arranges all widgets vertically
+ starting at 100 with 25 pixels distance.
+
+| Name | Value |
+| ---- | ----- |
+| `i` | zero based counter of selected widgets |
+| `x`, `y`, `w`, `h` | position and size of the current widget |
+| `px`, `py`, `pw`, `ph` | dimensions of the parent widget |
+| `sx`, `sy`, `sw`, `sh` | dimensions of the previous sibling |
+| `cx`, `cy`, `cw`, `ch` | bounding box of all children |
+
+ \image html wp_gui_values.png
+ \image latex wp_gui_values.png "" width=7cm
+
+ Activate for widgets that can take numerical values, these input fields take
+ floating point numbers. They generate lines like `o->minimum(2);` only if the
+ corresponding value differs from the default value for this property.
+
+ \image html wp_gui_flexp.png
+ \image latex wp_gui_flexp.png "" width=7cm
+
+ This row is only visible for children of `Fl_Flex` widgets. It sets the
+ width or height of a widget in a horizontal or vertical Flex widget. If *fixed*
+ is unchecked, this value is instead calculated by the Flex.
+
+ \image html wp_gui_margins.png
+ \image latex wp_gui_margins.png "" width=7cm
+
+ This row is only visible for `Fl_Flex` widgets. It sets the various margins
+ and the gap value for this widget.
+
+ \image html wp_gui_sizerange.png
+ \image latex wp_gui_sizerange.png "" width=7cm
+
+ This row is only visible for top level windows. The fields set the minimum
+ and maximum size range for windows. Use the *set* button to copy the current
+ size. Set width and height to `0` to disable that aspect of the size range.
+
+ \image html wp_gui_shortcut.png
+ \image latex wp_gui_shortcut.png "" width=7cm
+
+ This option is only visible for buttons and other widgets that can react to a
+ shortcut key combination. FLUID does not check if a shortcut was already used
+ elsewhere.
+
+ If *shortcut use FL_COMMAND* is set in the project settings, modifiers are
+ created in a more compatible way across platforms.
+
+ \image html wp_gui_xclass.png
+ \image latex wp_gui_xclass.png "" width=7cm
+
+ This row is only visible for top level windows. Note that selecting *modal*
+ and *non modal* together is undefined.
+
+ The string typed into the *X Class* field is passed to the X window manager
+ as the class. This can change the icon or window decorations. On most window
+ managers you will have to close the window and reopen it at runtime to
+ see the effect.
+
+ \image html wp_gui_attributes.png
+ \image latex wp_gui_attributes.png "" width=7cm
+
+ Some additional attributes for all widget types.
+
+ The *Visible* button controls whether the widget is
+ visible (on) or hidden (off) initially. Don't change this for
+ windows or for the immediate children of a Tabs group.
+
+ The *Active* button controls whether the widget is
+ activated (on) or deactivated (off) initially. Most widgets
+ appear grayed out when deactivated.
+
+ The *Resizable* button controls whether the window or widget is
+ resizable. 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. Resizing of a window or group can be tested
+ using the *live resize* button.
+
+ The *Hotspot* button causes the parent window to be
+ positioned with that widget centered on the mouse. This
+ position is determined when the FLUID function is called,
+ so you should call it immediately before showing the window. If
+ you want the window to hide and then reappear at a new position,
+ you should have your program set the hotspot itself just before
+ `show()`.
+
+ \image html wp_gui_tooltip.png
+ \image latex wp_gui_tooltip.png "" width=7cm
+
+ The *Tooltip* field can be any Unicode string and is stored as a static text.
+ If internationalization is enabled, the corresponding modifiers are
+ added.
+
+ <!-- ---------------------------------------------------------------------- -->
+ \section widget_panel_style The Style Tab
+
+ \image html wp_style_tab.png
+ \image latex wp_style_tab.png "Style Tab" width=9cm
+
+ The Style tab is used to edit font styles and sizes, and the color of elements
+ of the widget.
+
+ \image html wp_style_label.png
+ \image latex wp_style_label.png "" width=7cm
+
+ \image html wp_style_text.png
+ \image latex wp_style_text.png "" width=7cm
+
+ The font pulldown menu provides a list of standard fonts. To enter the index
+ of a user loaded font, an *extra code* field must be used. The *label color*
+ and *text color* fields opens a color palette selector. The arrow pulldown
+ contains a list of the most commonly used colors. Again, user specific colors
+ can be defined using the *extra code* field.
+
+ The *Text Font* row is only available for widgets that contain an additional
+ text area.
+
+ \image html wp_style_box.png
+ \image latex wp_style_box.png "" width=7cm
+
+ Select the up and down box for the given widget. The first six entries in the
+ box and frame style list are influenced by the FLTK Scheme setting. Other
+ box styles will always look the same, independently of the selected scheme.
+
+ Many widgets will work, and draw faster, with a
+ "frame" instead of a "box". A frame does
+ not draw the colored interior, leaving whatever was already
+ there visible. Be careful, as FLUID may draw this ok but the
+ real program may leave unwanted stuff inside the widget.
+
+ If a window is filled with child widgets, you can speed up
+ redrawing by changing the window's box type to
+ "NO_BOX". FLUID will display a checkerboard for any
+ areas that are not colored in by boxes. Note that this
+ checkerboard is not drawn by the resulting program. Instead
+ random garbage will be displayed.
+
+ The *Down Box* row is only available for widgets that can be pressed down
+ by the user.
+
+ Some widgets will use the *Select 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.
+
+ <!-- ---------------------------------------------------------------------- -->
+ \section widget_panel_cpp The C++ Tab
+
+ \image html wp_cpp_tab.png
+ \image latex wp_cpp_tab.png "C++ Tab" width=9cm
+
+ The C++ tab has various input fields for adding C++ code at various places
+ in the source and header file.
+
+ \image html wp_cpp_class.png
+ \image latex wp_cpp_class.png "" width=7cm
+
+ If the class property is set, FLUID assumes that the user wants to instantiate
+ a widget that is derived from the selected widget. For a derived widget, the
+ default values of attribute can not be known. FLUID will generate code to
+ explicitly set every known attribute of the super class.
+
+ FLUID generates "include" statements for known classes. Custom classes should
+ provide a \p \#include line as one of the "Extra Code" lines of the widget.
+
+ If the selected widget is a Widget Class node, the Class property will instead
+ set the super class of the widget.
+
+ The pulldown menu on the right side contains additional subtypes for some
+ widget types. `Fl_Button` widgets, for instance, can be further refined to
+ be an `Fl_Toggle_Button` or an `Fl_Radio_Button`.
+
+ \image html wp_cpp_name.png
+ \image latex wp_cpp_name.png "" width=7cm
+
+ The name field can be any valid C++ variable name. If the widget is inside
+ a class, the pulldown menu lets the user select between *private*, *protected*,
+ and *public*. If not in the group, the variable can be *global* or *static*
+ within the source file.
+
+ 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 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.
+
+ 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
+ in the array must be the same type.
+
+ \image html v_input.png
+ \image latex v_input.png "" width=7cm
+
+ These four input fields can be used to add arbitrary code to different parts
+ of the header and source file. A line can be divided into multiple lines
+ of code by inserting a `Ctrl-J`.
+
+ All Extra Code fields are interpreted individually. If a field contains a `#`
+ character, or the words `extern`, `typedef`, or `using`, FLUID assumes that
+ the code is a declaration and writes it to the header file, and only if it
+ does not duplicate previously written code. This is great for creating a
+ `#include "MyWidgetType.H"` include statement in the header.
+
+ If the code is not recognized as a declaration, it will instead be put after
+ the code that instantiates the widget and all its children. For menu items,
+ the code is added after the container `Fl_Menu_` is created, but before the
+ menu array is added to the container.
+
+ FLUID will check for matching parentheses, braces, and
+ quotes, but does not do much other error checking. Be careful
+ here, as it may be hard to figure out what widget is producing
+ an error in the compiler. If you need more than four lines you
+ probably should call a function in your own `.cxx`
+ code.
+
+ \image html wComment.png
+ \image latex wComment.png "" width=7cm
+
+ Comments are added to the source code before the widget constructor by adding
+ `// ` in front of every line of the comment. The first few characters of a
+ comment are also visible in the widget browser in the main window.
+
+ \image html wp_cpp_callback.png
+ \image latex wp_cpp_callback.png "" width=7cm
+
+ The callback field can be interpreted in two ways. If the callback text is only
+ a single word, FLUID assumes that this is the name of an external callback
+ function and declares it in the header as
+ `extern void my_button_action(Fl_Button*, void*);`.
+
+ Otherwise, FLUID assumes that the text is the body of a C++ callback function
+ and instead creates a local static callback function. The name of the callback
+ function is generated by FLUID and guaranteed to be unique within the file.
+ ```
+ static void cb_input(Fl_Input *o, void *v) {
+ ... // my text from the Callback field here
+ }
+ ```
+ You can refer to the widget as \p o and the \p user_data()
+ as \p v. FLUID will check for matching parentheses, braces,
+ and quotes, but does not do much other error checking.
+
+ If the callback is blank then no callback is set.
+
+ The *User Data* field can contain any valid C++ code and is copied as the
+ callback argument. If blank the default value of zero is used.
+ *Type* is currently limited to a pointer (a type name ending in `*`) or `long`.
+
+ The *When* pulldown gives access to the `Fl_When` flags, including some
+ commonly used combinations.
+
+ <!-- ---------------------------------------------------------------------- -->
+ \section widget_panel_grid The Grid Tab
+
+ \image html wp_grid_tab.png
+ \image latex wp_grid_tab.png "Grid Tab" width=9cm
+
+ This tab is only available if the selected widget is an `Fl_Grid`. When editing
+ a Grid widget, no other widgets should be selected.
+
+ The *Grid Layout* fields adjust the number of rows and columns in the grid.
+
+ The *Margins* fields describe the size of the margins around all children of
+ the grid.
+
+ The *Gaps* fields set the gaps between individual children in the grid.
+
+ The *Row* and *Column* groups can be used to set the size of individual rows
+ and columns within the grid.
+
+ <!-- ---------------------------------------------------------------------- -->
+ \section widget_panel_gridc The Grid Child Tab
+
+ \image html wp_gridc_tab.png
+ \image latex wp_gridc_tab.png "Grid Child Tab" width=9cm
+
+ This tab is only available if the selected widget is a child of an `Fl_Grid`.
+ When editing a child of a Grid widget, no other widgets should be selected.
+
+ Use the *Location* group to move a child around within the grid. Note that
+ every cell in a grid can only manage one single widget. When moving widgets
+ over occupied cells, they become "transient". Just continue and move them into
+ an available cell. If a layout is saved with a transient widget, all grid
+ attributes for that widget are lost, and it will remain unassigned in the
+ project file and in the source code.
+
+ The *Align* fields provide a way to align a widget within its cell.
+
+ The *Min. Size* fields define a minimum width and height for the widget
+ in the cell.
+
+ The *Span* fields change the number of cells that a widget can span in x and y.
+
+ \note Most attributes in this tab will also change the size of the widget. If
+ the child of the Grid is itself a group, the children of that group do not
+ follow changes in position or size. It is recommended to either lay out the
+ grid contents first and leave it unchanged, or to use widgets generated with
+ Widget Class that automatically adjust themselves to the size constraints
+ of the grid.
+
+*/
diff --git a/fluid/documentation/src/page_widgetbin_panel.dox b/fluid/documentation/src/page_widgetbin_panel.dox
new file mode 100644
index 000000000..c9da9f9c9
--- /dev/null
+++ b/fluid/documentation/src/page_widgetbin_panel.dox
@@ -0,0 +1,34 @@
+/**
+
+ \page page_widgetbin_panel Widget Bin Panel
+
+ \tableofcontents
+
+ # The Widget Bin Panel #
+
+ \image html widgetbin_panel.png "Widget Bin"
+ \image latex widgetbin_panel.png "Widget Bin" width=9cm
+
+ The Widget Bin can be activated via the main
+ menu: *Edit* > *Show Widget Bin* . FLUID will remember its
+ state and dimensions.
+
+ The Widget Bin is a great way to quickly create a GUI project. Clicking
+ an icon in the bin will create the corresponding code or widget node inside
+ or right after the selected widget. If the parent widget is not supported
+ for this widget type, FLUID tries to find a better position. If that fails,
+ a dialog box will pop up, explaining what type of parent node is required.
+
+ The Window and Widget Class icons can be dragged onto the desktop,
+ creating a new window or widget at the drop position.
+
+ \image html widgetbin_action.png
+ \image latex widgetbin_action.png
+
+ All other widget types can be dragged from the bin into a window, or a group
+ inside a window. When dropped, they will be positioned close to the drop point
+ and inserted into the widget tree as the last child of the chosen group.
+ The order of widgets within their group can be changed with
+ the `F2` and `F3` keys.
+
+*/
diff --git a/fluid/documentation/src/widgetbin_action.png b/fluid/documentation/src/widgetbin_action.png
new file mode 100644
index 000000000..26463b6e9
--- /dev/null
+++ b/fluid/documentation/src/widgetbin_action.png
Binary files differ