cave-story-solaris/external/fltk/FL/Fl_Menu_Button.H
Clownacy ac465d29b4 Mean CMake dependency overhaul
I'm taking a page from Dolphin's book, and including copies of each
dependency's source code. This combines the ease of use of including
pre-built libraries instead of needing to navigate a package manager
 - as is (or was) the case for MSVC - with the portability of using
packages. Granted, this method's more of a jack of all trades,
master of none, since it's *less* user-friendly than prebuilt
packages (compilation times), and you don't get the per-distro
compatibility fixes you'd get from a package manager.

You can still use system libs if you want. In fact, it's still the
default behaviour: compiling the libs manually is just a fallback.
I'll add an option to force-enable this soon, however, since it's a
nicer way to produce static MSYS2 builds than the hackish nightmare
that I was using before. Not to mention, having my own copy of the
sources means I can provide my own fixes and tweaks your package
manager may not. For example, I can combine MSYS2's FreeType
subpixel rendering with vcpkg's fix for SDL2 exporting its symbols
in static builds.
2019-04-26 01:52:02 +01:00

85 lines
2.9 KiB
C++

//
// "$Id$"
//
// Menu button header file for the Fast Light Tool Kit (FLTK).
//
// Copyright 1998-2010 by Bill Spitzak and others.
//
// This library is free software. Distribution and use rights are outlined in
// the file "COPYING" which should have been included with this file. If this
// file is missing or damaged, see the license at:
//
// http://www.fltk.org/COPYING.php
//
// Please report all bugs and problems on the following page:
//
// http://www.fltk.org/str.php
//
/* \file
Fl_Menu_Button widget . */
#ifndef Fl_Menu_Button_H
#define Fl_Menu_Button_H
#include "Fl_Menu_.H"
/**
This is a button that when pushed pops up a menu (or hierarchy of
menus) defined by an array of
Fl_Menu_Item objects.
<P ALIGN=CENTER>\image html menu_button.png</P>
\image latex menu_button.png " menu_button" width=5cm
<P>Normally any mouse button will pop up a menu and it is lined up
below the button as shown in the picture. However an Fl_Menu_Button
may also control a pop-up menu. This is done by setting the type().
If type() is zero a normal menu button is produced.
If it is nonzero then this is a pop-up menu. The bits in type() indicate
what mouse buttons pop up the menu (see Fl_Menu_Button::popup_buttons). </P>
<P>The menu will also pop up in response to shortcuts indicated by
putting a '&' character in the label(). </P>
<P>Typing the shortcut() of any of the menu items will cause
callbacks exactly the same as when you pick the item with the mouse.
The '&' character in menu item names are only looked at when the menu is
popped up, however. </P>
When the user clicks a menu item, value() is set to that item
and then:
- The item's callback is done if one has been set; the
Fl_Menu_Button is passed as the Fl_Widget* argument,
along with any userdata configured for the callback.
- If the item does not have a callback, the Fl_Menu_Button's callback
is done instead, along with any userdata configured for it.
The callback can determine which item was picked using
value(), mvalue(), item_pathname(), etc.
*/
class FL_EXPORT Fl_Menu_Button : public Fl_Menu_ {
protected:
void draw();
public:
/**
\brief indicate what mouse buttons pop up the menu.
Values for type() used to indicate what mouse buttons pop up the menu.
Fl_Menu_Button::POPUP3 is usually what you want.
*/
enum popup_buttons {POPUP1 = 1, /**< pops up with the mouse 1st button. */
POPUP2, /**< pops up with the mouse 2nd button. */
POPUP12, /**< pops up with the mouse 1st or 2nd buttons. */
POPUP3, /**< pops up with the mouse 3rd button. */
POPUP13, /**< pops up with the mouse 1st or 3rd buttons. */
POPUP23, /**< pops up with the mouse 2nd or 3rd buttons. */
POPUP123 /**< pops up with any mouse button. */
};
int handle(int);
const Fl_Menu_Item* popup();
Fl_Menu_Button(int,int,int,int,const char * =0);
};
#endif
//
// End of "$Id$".
//