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<HTML><BODY>
<H1 ALIGN=RIGHT><A NAME=subclassing>7 - Adding and Extending Widgets</A></H1>
 This chapter describes how to add your own widgets or extend existing 
widgets in FLTK. 
<H2>Subclassing</H2>
 New widgets are created by <I>subclassing</I> an existing FLTK widget, 
typically <TT>Fl_Widget</TT> for controls and <TT>Fl_Group</TT> for 
composite widgets. 
<P>A control widget typically interacts with the user to receive and/or 
display a value of some sort. </P>
<P>A composite widget widget holds a list of child widgets and handles moving, 
sizing, showing, or hiding them as needed. <TT>Fl_Group</TT> is the 
main composite widget widget class in FLTK, and all of the other composite widgets (<TT>
Fl_Pack</TT>, <TT>Fl_Scroll</TT>, <TT>Fl_Tabs</TT>, <TT>Fl_Tile</TT>, 
and <TT>Fl_Window</TT>) are subclasses of it. </P>
<P>You can also subclass other existing widgets to provide a different 
look or user-interface. For example, the button widgets are all 
subclasses of <TT>Fl_Button</TT> since they all interact with the user 
via a mouse button click.  The only difference is the code that draws 
the face of the button. </P>
<H2>Making a Subclass of Fl_Widget</H2>
 Your subclasses can directly descend from <TT>Fl_Widget</TT> or any 
subclass of <TT>Fl_Widget</TT>. <TT>Fl_Widget</TT> has only four 
virtual methods, and overriding some or all of these may be necessary. 
<H2>The Constructor</H2>
 The constructor should have the following arguments: 
<UL>
<PRE>
MyClass(int x, int y, int w, int h, const char *label = 0);
</PRE>
</UL>
 This will allow the class to be used in <A href=fluid.html#fluid>FLUID</A>
 without problems. 
<P>The constructor must call the constructor for the base class and 
pass the same arguments: </P>
<UL>
<PRE>
MyClass::MyClass(int x, int y, int w, int h, const char *label)
: Fl_Widget(x, y, w, h, label) {
// do initialization stuff...
}
</PRE>
</UL>
<TT>Fl_Widget</TT>'s protected constructor sets <TT>x()</TT>, <TT>y()</TT>,
<TT>w()</TT>, <TT>h()</TT>, and <TT>label()</TT> to the passed values 
and initializes the other instance variables to: 
<UL>
<PRE>
type(0);
box(FL_NO_BOX);
color(FL_GRAY);
selection_color(FL_GRAY);
labeltype(FL_NORMAL_LABEL);
labelstyle(FL_NORMAL_STYLE);
labelsize(FL_NORMAL_SIZE);
labelcolor(FL_BLACK);
align(FL_ALIGN_CENTER);
callback(default_callback,0);
flags(ACTIVE|VISIBLE);
</PRE>
</UL>
<H2>Protected Methods of Fl_Widget</H2>
 The following methods are provided for subclasses to use: 
<UL>
<LI><A href=#clear_visible><TT>Fl_Widget::clear_visible</TT></A></LI>
<LI><A href=#damage><TT>Fl_Widget::damage</TT></A></LI>
<LI><A href=#draw_box><TT>Fl_Widget::draw_box</TT></A></LI>
<LI><A href=#draw_label><TT>Fl_Widget::draw_label</TT></A></LI>
<LI><A href=#set_flag><TT>Fl_Widget::set_flag</TT></A></LI>
<LI><A href=#set_visible><TT>Fl_Widget::set_visible</TT></A></LI>
<LI><A href=#test_shortcut><TT>Fl_Widget::test_shortcut</TT></A></LI>
<LI><A href=#type><TT>Fl_Widget::type</TT></A></LI>
</UL>
<H4><A name=damage>void Fl_Widget::damage(uchar mask)
<BR> void Fl_Widget::damage(uchar mask, int x, int y, int w, int h)
<BR> uchar Fl_Widget::damage()</A></H4>
The first form indicates that a partial update of the object is 
needed.  The bits in mask are OR'd into <TT>damage()</TT>.  Your <TT>
draw()</TT> routine can examine these bits to limit what it is
drawing.  The public method <TT>Fl_Widget::redraw()</TT> simply does
<TT> Fl_Widget::damage(FL_DAMAGE_ALL)</TT>, but the  implementation of
your widget can call the private <TT>damage(n)</TT>. 
<P>The second form indicates that a region is damaged.  If only these 
calls are done in a window (no calls to <TT>damage(n)</TT>) then FLTK 
will clip to the union of all these calls before drawing anything. 
 This can greatly speed up incremental displays.  The mask bits are 
OR'd into <TT>damage()</TT> unless this is a <TT>Fl_Window</TT> widget. </P>
<P>The third form returns the bitwise-OR of all <TT>damage(n)</TT>
calls done since the last <TT>draw()</TT>.</P>
<P><I>When redrawing your widgets you should look at the damage bits to
see what parts of your widget need redrawing.</I> The <tt>handle()</tt>
method can then set individual damage bits to limit the amount of drawing
that needs to be done:
<UL><PRE>
MyClass::handle(int event) {
  ...
  if (change_to_part1) damage(1);
  if (change_to_part2) damage(2);
  if (change_to_part3) damage(4);
}

MyClass::draw() {
  if (damage() & FL_DAMAGE_ALL) {
    ... draw frame/box and other static stuff ...
  }

  if (damage() & (FL_DAMAGE_ALL | 1)) draw_part1();
  if (damage() & (FL_DAMAGE_ALL | 2)) draw_part2();
  if (damage() & (FL_DAMAGE_ALL | 4)) draw_part3();
}
</PRE></UL>
<H4><A name=draw_box>void Fl_Widget::draw_box() const
<BR></A>void Fl_Widget::draw_box(Fl_Boxtype b, ulong c) const</H4>
 The first form draws this widget's <TT>box()</TT>, using the 
dimensions of the widget.  The second form uses <TT>b</TT> as the box 
type and <TT>c</TT> as the color for the box. 
<H4><A name=draw_label>void Fl_Widget::draw_label() const
<BR> void Fl_Widget::draw_label(int x, int y, int w, int h) const
<BR> void Fl_Widget::draw_label(int x, int y, int w, int h, Fl_Align 
align) const</A></H4>
 This is the usual function for a <TT>draw()</TT> method to call to 
draw the widget's label.  It does not draw the label if it is supposed 
to be outside the box (on the assumption that the enclosing group will 
draw those labels). 
<P>The second form uses the passed bounding box instead of the widget's 
bounding box. This is useful so &quot;centered&quot; labels are aligned with some 
feature, like a moving slider. </P>
<P>The third form draws the label anywhere. It acts as though <TT>
FL_ALIGN_INSIDE</TT> has been forced on so the label will appear inside 
the passed bounding box. This is designed for parent groups to draw 
labels with. </P>
<H4><A name=set_flag>void Fl_Widget::set_flag(SHORTCUT_LABEL)</A></H4>
Modifies <TT>draw_label()</TT> so that '&amp;' characters cause an underscore
to be printed under the next letter. 
<H4><A name=set_visible>void Fl_Widget::set_visible()</A>
<BR><A name=clear_visible>void Fl_Widget::clear_visible()</A></H4>
 Fast inline versions of <TT>Fl_Widget::hide()</TT> and <TT>
Fl_Widget::show()</TT>. These do not send the <TT>FL_HIDE</TT> and <TT>
FL_SHOW</TT> events to the widget. 
<H4><A name=test_shortcut>int Fl_Widget::test_shortcut() const
<BR> static int Fl_Widget::test_shortcut(const char *s)</A></H4>
 The first version tests <TT>Fl_Widget::label()</TT> against the 
current event (which should be a <TT>FL_SHORTCUT</TT> event).  If the 
label contains a '&amp;' character and the character after it matches the key 
press, this returns true.  This returns false if the <TT>SHORTCUT_LABEL</TT>
flag is off, if the label is <TT>NULL</TT> or does not have a 
'&amp;' character in it, or if the keypress does not match the character. 
<P>The second version lets you do this test against an arbitrary 
string. </P>
<H4><A name=type>uchar Fl_Widget::type() const
<BR> void Fl_Widget::type(uchar t)</A></H4>
 The property <TT>Fl_Widget::type()</TT> can return an arbitrary 8-bit 
identifier, and can be set with the protected method <TT>type(uchar t)</TT>
. This value had to be provided for Forms compatibility, but you can 
use it for any purpose you want.  Try to keep the value less than 100 
to not interfere with reserved values. 
<P>FLTK does not use RTTI (Run Time Typing Infomation), to enhance 
portability.  But this may change in the near future if RTTI becomes 
standard everywhere. </P>
<P>If you don't have RTTI you can use the clumsy FLTK mechanisim, by 
having <TT>type()</TT> use a unique value.  These unique values must 
be greater than the symbol <TT>FL_RESERVED_TYPE</TT> (which is 100). 
Look through the header files for <TT>FL_RESERVED_TYPE</TT> to find an 
unused number.  If you make a subclass of <TT>Fl_Window</TT>
you must use <TT>FL_WINDOW + n</TT> (<TT>n</tt> must be in the 
range 1 to 7). </P>
<H2>Handling Events</H2>
 The virtual method <TT>int Fl_Widget::handle(int event)</TT> is called 
to handle each event passed to the widget. It can: 
<UL>
<LI>Change the state of the widget. </LI>
<LI>Call <A href=Fl_Widget.html#Fl_Widget.redraw><TT>Fl_Widget::redraw()</TT>
</A> if the widget needs to be redisplayed. </LI>
<LI>Call <A href=Fl_Widget.html#Fl_Widget.damage><TT>
Fl_Widget::damage(n)</TT></A> if  the widget needs a partial-update 
(assumming you provide  support for this in your <TT>Fl_Widget::draw()</TT>
 method). </LI>
<LI>Call <A href=Fl_Widget.html#Fl_Widget.do_callback><TT>
Fl_Widget::do_callback()</TT></A> if a callback should be generated. </LI>
<LI>Call <TT>Fl_Widget::handle()</TT> on child widgets. </LI>
</UL>
 Events are identified by the integer argument.  Other information 
about the most recent event is stored in static locations and aquired 
by calling the <A href=events.html#events><TT>Fl::event_*()</TT></A>
 functions. This information remains valid until another event is 
handled. 
<P>Here is a sample <TT>handle()</TT> method for a widget that acts as 
a pushbutton and also accepts the keystroke 'x' to cause the callback: </P>
<UL>
<PRE>
int MyClass::handle(int event) {
  switch(event) {
    case FL_PUSH:
      highlight = 1;
      redraw();
      return 1;
    case FL_DRAG: {
        int t = Fl::event_inside(this);
        if (t != highlight) {
          highlight = t;
	  redraw();
	}
      }
      return 1;
    case FL_RELEASE:
      if (highlight) {
	highlight = 0;
	redraw();
        do_callback();
	// never do anything after a callback, as the callback
	// may delete the widget!
      }
      return 1;
    case FL_SHORTCUT:
      if (Fl::event_key() == 'x') {
        do_callback();
	return 1;
      }
      return 0;
    default:
      return Fl_Widget::handle(event);
  }
}
</PRE>
</UL>
 You must return non-zero if your <TT>handle()</TT> method uses the 
event. If you return zero it indicates to the parent widget that it can 
try sending the event to another widget. 
<H2>Drawing the Widget</H2>
 The <TT>draw()</TT> virtual method is called when FLTK wants you to 
redraw your widget.  It will be called if and only if <TT>damage()</TT>
 is non-zero, and <TT>damage()</TT> will be cleared to zero after it 
returns. <TT>draw()</TT> should be declared protected, so that it can't 
be called from non-drawing code. 
<P><TT>damage()</TT> contains the bitwise-OR of all the <TT>damage(n)</TT>
 calls to this widget since it was last drawn.  This can be used for 
minimal update, by only redrawing the parts whose bits are set.  FLTK 
will turn on the <TT>FL_DAMAGE_ALL</TT> bit if it thinks the entire widget
must be redrawn (e.g. for an expose event). </P>
<P>Expose events (and the above <TT>damage(b,x,y,w,h)</TT>) will cause <TT>
draw()</TT> to be called with FLTK's <A href=drawing.html#clipping>
clipping</A> turned on.  You can greatly speed up redrawing in some 
cases by testing <TT>fl_not_clipped(x,y,w,h)</TT> or <TT>fl_clip_box(...)</TT> and 
skipping invisible parts. </P>
<P>Besides the protected methods described above, FLTK provides a large 
number of basic drawing functions, which are described <A href=drawing.html#drawing>
below</A>. </P>
<H2>Resizing the Widget</H2>
 The <TT>resize(int x, int y, int w, int h)</TT> method is called when 
the widget is being resized or moved.  The arguments are the new 
position, width, and height. <TT>x()</TT>, <TT>y()</TT>, <TT>w()</TT>, 
and <TT>h()</TT> still remain the old size.  You must call <TT>resize()</TT>
 on your base class with the same arguments to get the widget size to 
actually change. 
<P>This should <I>not</I> call <TT>redraw()</TT>, at least if only the <TT>
x()</TT> and <TT>y()</TT> change.  This is because composite widgets like <A href=Fl_Scroll.html#Fl_Scroll>
<TT>Fl_Scroll</TT></A> may have a more efficient way of drawing the new 
position. </P>
<H2>Making a Composite Widget</H2>
 A &quot;composite&quot; widget contains one or more &quot;child&quot; widgets.
 To make a composite widget you should subclass <A href=Fl_Group.html#Fl_Group><TT>Fl_Group</TT></A>
. It is possible to make a composite object that is not a subclass of <TT>
Fl_Group</TT>, but you'll have to duplicate the code in <TT>Fl_Group</TT>
 anyways. 
<P>Instances of the child widgets may be included in the parent: </P>
<UL>
<PRE>
class MyClass : public Fl_Group {
  Fl_Button the_button;
  Fl_Slider the_slider;
  ...
};
</PRE>
</UL>
 The constructor has to initialize these instances.  They are 
automatically <TT>add()</TT>ed to the group, since the <TT>Fl_Group</TT>
 constructor does <TT>begin()</TT>. <I>Don't forget to call <TT>end()</TT>
 or use the <A href=Fl_End.html#Fl_End><TT>Fl_End</TT></A> pseudo-class:</I>
<UL>
<PRE>
MyClass::MyClass(int x, int y, int w, int h) :
  Fl_Group(x, y, w, h),
  the_button(x + 5, y + 5, 100, 20),
  the_slider(x, y + 50, w, 20)
{
  ...(you could add dynamically created child widgets here)...
  end(); // don't forget to do this!
}
</PRE>
</UL>
 The child widgets need callbacks.  These will be called with a pointer 
to the children, but the widget itself may be found in the <TT>parent()</TT>
 pointer of the child.  Usually these callbacks can be static private 
methods, with a matching private method: 
<UL>
<PRE>
void MyClass::slider_cb(Fl_Widget* v, void *) { // static method
  ((MyClass*)(v-&gt;parent())-&gt;slider_cb();
}
void MyClass::slider_cb() { // normal method
  use(the_slider-&gt;value());
}
</PRE>
</UL>
 If you make the <TT>handle()</TT> method, you can quickly pass all the 
events to the children using the <TT>Fl_Group::handle()</TT> method. 
You don't need to override <TT>handle()</TT> if your composite widget
does nothing other than pass events to the children: 
<UL>
<PRE>
int MyClass::handle(int event) {
  if (Fl_Group::handle(event)) return 1;
  ... handle events that children don't want ...
}
</PRE>
</UL>
 If you override <TT>draw()</TT> you need to draw all the children.  If <TT>
redraw()</TT> or <TT>damage()</TT> is called on a child, <TT>
damage(FL_DAMAGE_CHILD)</TT> is done to the group, so this bit of <TT>
damage()</TT> can be used to indicate that a child needs to be drawn. 
 It is fastest if you avoid drawing anything else in this case: 
<UL>
<PRE>
int MyClass::draw() {
  Fl_Widget *const*a = array();
  if (damage() == FL_DAMAGE_CHILD) { // only redraw some children
    for (int i = children(); i --; a ++) update_child(**a);
  } else { // total redraw
    ... draw background graphics ...
    // now draw all the children atop the background:
    for (int i = children_; i --; a ++) {
      draw_child(**a);
      draw_outside_label(**a); // you may not want to do this
    }
  }
}
</PRE>
</UL>
<TT>Fl_Group</TT> provides some protected methods to make drawing 
easier: 
<UL>
<LI><A href=#draw_child>draw_child</A></LI>
<LI><A href=#draw_outside_label>draw_outside_label</A></LI>
<LI><A href=#update_child>update_child</A></LI>
</UL>
<H4><A name=draw_child>void Fl_Group::draw_child(Fl_Widget&amp;)</A></H4>
 This will force the child's <TT>damage()</TT> bits all to one and call <TT>
draw()</TT> on it, then clear the <TT>damage()</TT>.  You should call 
this on all children if a total redraw of your widget is requested, or 
if you draw something (like a background box) that damages the child. 
 Nothing is done if the child is not <TT>visible()</TT> or if it is 
clipped. 
<H4><A name=draw_outside_label>void 
Fl_Group::draw_outside_label(Fl_Widget&amp;) const</A></H4>
 Draw the labels that are <I>not</I> drawn by <A href=#draw_label><TT>
draw_label()</TT></A>.  If you want more control over the label 
positions you might want to call <TT>child-&gt;draw_label(x,y,w,h,a)</TT>. 
<H4><A name=update_child>void Fl_Group::update_child(Fl_Widget&amp;)</A></H4>
 Draws the child only if its <TT>damage()</TT> is non-zero.  You 
should call this on all the children if your own damage is equal to 
FL_DAMAGE_CHILD.  Nothing is done if the child is not <TT>visible()</TT>
 or if it is clipped. 
<H2>Cut and Paste Support</H2>
 FLTK provides routines to cut and paste 8-bit text (in the future this 
may be UTF-8) between applications: 
<UL>
<LI><A href=functions.html#paste><TT>Fl::paste</TT></A></LI>
<LI><A href=functions.html#selection><TT>Fl::selection</TT></A></LI>
<LI><A href=#selection_length><TT>Fl::selection_length</TT></A></LI>
<LI><A href=functions.html#selection_owner><TT>Fl::selection_owner</TT></A></LI>
</UL>
It may be possible to cut/paste non-text data by using <A href=osissues.html#add_handler>
<TT>Fl::add_handler()</TT></A>. 
<H2>Making a subclass of Fl_Window</H2>
You may want your widget to be a subclass of <TT>Fl_Window</TT>.  This 
can be useful if your widget wants to occupy an entire window, and can 
also be used to take advantage of system-provided clipping, or to work 
with a library that expects a system window ID to indicate where to 
draw. 
<P>Subclassing <TT>Fl_Window </TT>is almost exactly like subclassing <TT>
Fl_Widget</TT>, and in fact you can easily switch a subclass back and 
forth.  Watch out for the following differences: </P>
<OL>
<LI><TT>Fl_Window</TT> is a subclass of <TT>Fl_Group</TT> so <I>make 
sure your constructor calls <TT>end()</TT></I> (unless  you actually 
want children added to your window). </LI>
<LI>When handling events and drawing, the upper-left corner is  at 0,0, 
not <TT>x(),y()</TT> as in other <TT>Fl_Widget</TT>'s.  For instance, to 
draw a box around the widget, call <TT>draw_box(0, 0, w(), h())</TT>, 
rather than <TT>draw_box(x(), y(), w(), h())</TT>. </LI>
</OL>
 You may also want to subclass <TT>Fl_Window</TT> in order to get 
access to different visuals or to change other attributes of the 
windows.  See <A href=osissues.html#osissues>"Appendix F - Operating 
System Issues"</A> for more information. </BODY></HTML>