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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. + +*/ |
