404 lines
12 KiB
Text
404 lines
12 KiB
Text
/**
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\page basics FLTK Basics
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This chapter teaches you the basics of compiling programs
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that use FLTK.
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\section basics_writing Writing Your First FLTK Program
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All programs must include the file <tt><FL/Fl.H></tt>.
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In addition the program must include a header file for each
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FLTK class it uses. Listing 1 shows a simple "Hello,
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World!" program that uses FLTK to display the window.
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\par Listing 1 - "hello.cxx"
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\code
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#include <FL/Fl.H>
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#include <FL/Fl_Window.H>
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#include <FL/Fl_Box.H>
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int main(int argc, char **argv) {
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Fl_Window *window = new Fl_Window(340,180);
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Fl_Box *box = new Fl_Box(20,40,300,100,"Hello, World!");
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box->box(FL_UP_BOX);
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box->labelfont(FL_BOLD+FL_ITALIC);
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box->labelsize(36);
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box->labeltype(FL_SHADOW_LABEL);
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window->end();
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window->show(argc, argv);
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return Fl::run();
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}
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\endcode
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<!-- NEED 2in -->
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After including the required header files, the program then creates a
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window. All following widgets will automatically be children of this window.
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\code
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Fl_Window *window = new Fl_Window(340,180);
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\endcode
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Then we create a box with the "Hello, World!" string in it. FLTK automatically
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adds the new box to \p window, the current grouping widget.
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\code
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Fl_Box *box = new Fl_Box(20,40,300,100,"Hello, World!");
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\endcode
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Next, we set the type of box and the font, size, and style of the label:
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\code
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box->box(FL_UP_BOX);
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box->labelfont(FL_BOLD+FL_ITALIC);
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box->labelsize(36);
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box->labeltype(FL_SHADOW_LABEL);
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\endcode
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We tell FLTK that we will not add any more widgets to \p window.
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\code
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window->end();
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\endcode
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Finally, we show the window and enter the FLTK event loop:
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\code
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window->show(argc, argv);
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return Fl::run();
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\endcode
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The resulting program will display the window in Figure 4.1.
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You can quit the program by closing the window or pressing the
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<tt>ESC</tt>ape key.
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\image html hello_cxx.png "Figure 4.1: The Hello, World! Window"
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\image latex hello_cxx.png "The Hello, World! Window" width=8cm
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\subsection basics_creating Creating the Widgets
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The widgets are created using the C++ \p new operator. For
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most widgets the arguments to the constructor are:
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\code
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Fl_Widget(x, y, width, height, label)
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\endcode
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The \p x and \p y parameters determine where the
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widget or window is placed on the screen. In FLTK the top left
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corner of the window or screen is the origin
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(i.e. <tt>x = 0, y = 0</tt>)
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and the units are in pixels.
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The \p width and \p height parameters determine
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the size of the widget or window in pixels. The maximum widget
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size is typically governed by the underlying window system or
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hardware.
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\p label is a pointer to a character string to label
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the widget with or \p NULL. If not specified the label
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defaults to \p NULL. The label string must be in static
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storage such as a string constant because FLTK does not make a
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copy of it - it just uses the pointer.
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\subsection basics_hierarchies Creating Widget hierarchies
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Widgets are commonly ordered into functional groups, which
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in turn may be grouped again, creating a hierarchy of widgets.
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FLTK makes it easy to fill groups by automatically adding all widgets
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that are created between a
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<tt>myGroup->begin()</tt>
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and
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<tt>myGroup->end()</tt>.
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In this example, \p myGroup would be the \e current group.
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Newly created groups and their derived widgets implicitly call
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\p begin() in the constructor, effectively adding all
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subsequently created widgets to itself until \p end()
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is called.
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Setting the current group to \p NULL will stop automatic
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hierarchies. New widgets can now be added manually using
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<tt>Fl_Group::add(...)</tt>
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and
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<tt>Fl_Group::insert(...)</tt>.
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\subsection basics_getset Get/Set Methods
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<tt>box->box(FL_UP_BOX)</tt>
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sets the type of box the Fl_Box draws, changing it from the default of
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\p FL_NO_BOX, which means that no box is drawn. In our
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"Hello, World!" example we use \p FL_UP_BOX,
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which means that a raised button border will be drawn around
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the widget. More details are available in the
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\ref common_boxtypes
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section.
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You could examine the boxtype in by doing
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<tt>box->box()</tt>. FLTK uses method name overloading to make
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short names for get/set methods. A "set" method is always of
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the form "void name(type)", and a "get" method is always
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of the form "type name() const".
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\subsection basics_redrawing Redrawing After Changing Attributes
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Almost all of the set/get pairs are very fast, short inline
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functions and thus very efficient. However, <i>the "set" methods
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do not call \p redraw()</i> - you have to call it
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yourself. This greatly reduces code size and execution time. The
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only common exceptions are \p value() which calls
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\p redraw() and \p label() which calls
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\p redraw_label() if necessary.
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\subsection basics_labels Labels
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All widgets support labels. In the case of window widgets,
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the label is used for the label in the title bar. Our example
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program calls the \p labelfont(), \p labelsize(),
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and \p labeltype() methods.
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The \p labelfont() method sets the typeface and style
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that is used for the label, which for this example we are using
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\p FL_BOLD and \p FL_ITALIC. You can also specify
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typefaces directly.
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The \p labelsize() method sets the height of the font in pixels.
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The \p labeltype()
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method sets the type of label. FLTK supports normal, embossed,
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and shadowed labels internally, and more types can be added as
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desired.
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A complete list of all label options can be found in the section on
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\ref common_labels.
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\subsection basics_showing Showing the Window
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The \p show() method shows the widget or window. For windows
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you can also provide the command-line arguments to allow users to
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customize the appearance, size, and position of your windows.
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\subsection basics_eventloop The Main Event Loop
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All FLTK applications (and most GUI applications in general)
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are based on a simple event processing model. User actions such
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as mouse movement, button clicks, and keyboard activity generate
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events that are sent to an application. The application may then
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ignore the events or respond to the user, typically by redrawing
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a button in the "down" position, adding the text to an input
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field, and so forth.
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FLTK also supports idle, timer, and file pseudo-events that
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cause a function to be called when they occur. Idle functions
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are called when no user input is present and no timers or files
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need to be handled - in short, when the application is not doing
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anything. Idle callbacks are often used to update a 3D display
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or do other background processing.
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Timer functions are called after a specific amount of time
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has expired. They can be used to pop up a progress dialog after
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a certain amount of time or do other things that need to happen
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at more-or-less regular intervals. FLTK timers are not 100%
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accurate, so they should not be used to measure time intervals,
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for example.
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File functions are called when data is ready to read or
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write, or when an error condition occurs on a file. They are
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most often used to monitor network connections (sockets) for
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data-driven displays.
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FLTK applications must periodically check (Fl::check())
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or wait (Fl::wait()) for events or use the Fl::run()
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method to enter a standard event processing loop. Calling
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Fl::run() is equivalent to the following code:
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\code
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while (Fl::wait());
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\endcode
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Fl::run() does not return until all of the windows
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under FLTK control are closed by the user or your program.
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\section basics_standard_compiler Compiling Programs with Standard Compilers
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Under UNIX (and under Microsoft Windows when using the GNU development
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tools) you will probably need to tell the compiler where to find the
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header files. This is usually done using the \p -I option:
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\code
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CC -I/usr/local/include ...
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gcc -I/usr/local/include ...
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\endcode
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The \p fltk-config script included with FLTK can be
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used to get the options that are required by your compiler:
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\code
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CC `fltk-config --cxxflags` ...
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\endcode
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Similarly, when linking your application you will need to tell the
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compiler to use the FLTK library:
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\code
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CC ... -L/usr/local/lib -lfltk -lXext -lX11 -lm
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gcc ... -L/usr/local/lib -lfltk -lXext -lX11 -lm
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\endcode
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Aside from the "fltk" library, there is also a "fltk_forms"
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library for the XForms compatibility classes, "fltk_gl" for the
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OpenGL and GLUT classes, and "fltk_images" for the image file
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classes, Fl_Help_Dialog widget, and system icon support.
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\note
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The libraries are named "fltk.lib", "fltkgl.lib", "fltkforms.lib",
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and "fltkimages.lib", respectively under Windows.
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As before, the \p fltk-config script included with FLTK can be
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used to get the options that are required by your linker:
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\code
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CC ... `fltk-config --ldflags`
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\endcode
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<!-- NEED 2in -->
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The forms, GL, and images libraries are included with the "--use-foo"
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options, as follows:
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\code
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CC ... `fltk-config --use-forms --ldflags`
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CC ... `fltk-config --use-gl --ldflags`
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CC ... `fltk-config --use-images --ldflags`
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CC ... `fltk-config --use-forms --use-gl --use-images --ldflags`
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\endcode
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Finally, you can use the \p fltk-config script to
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compile a single source file as a FLTK program:
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\code
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fltk-config --compile filename.cpp
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fltk-config --use-forms --compile filename.cpp
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fltk-config --use-gl --compile filename.cpp
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fltk-config --use-images --compile filename.cpp
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fltk-config --use-forms --use-gl --use-images --compile filename.cpp
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\endcode
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Any of these will create an executable named \p filename.
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\section basics_makefile Compiling Programs with Makefiles
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The previous section described how to use \p fltk-config to
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build a program consisting of a single source file from the command
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line, and this is very convenient for small test programs.
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But \p fltk-config can also be used to set the compiler and
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linker options as variables within a \p Makefile that can be
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used to build programs out of multiple source files:
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\code
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CXX = $(shell fltk-config --cxx)
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DEBUG = -g
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CXXFLAGS = $(shell fltk-config --use-gl --use-images --cxxflags ) -I.
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LDFLAGS = $(shell fltk-config --use-gl --use-images --ldflags )
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LDSTATIC = $(shell fltk-config --use-gl --use-images --ldstaticflags )
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LINK = $(CXX)
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TARGET = cube
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OBJS = CubeMain.o CubeView.o CubeViewUI.o
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SRCS = CubeMain.cxx CubeView.cxx CubeViewUI.cxx
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.SUFFIXES: .o .cxx
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%.o: %.cxx
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$(CXX) $(CXXFLAGS) $(DEBUG) -c $<
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all: $(TARGET)
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$(LINK) -o $(TARGET) $(OBJS) $(LDSTATIC)
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$(TARGET): $(OBJS)
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CubeMain.o: CubeMain.cxx CubeViewUI.h
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CubeView.o: CubeView.cxx CubeView.h CubeViewUI.h
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CubeViewUI.o: CubeViewUI.cxx CubeView.h
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clean: $(TARGET) $(OBJS)
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rm -f *.o 2> /dev/null
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rm -f $(TARGET) 2> /dev/null
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\endcode
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\section basics_visual_cpp Compiling Programs with Microsoft Visual C++
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In Visual C++ you will need to tell the compiler where to
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find the FLTK header files. This can be done by selecting
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"Settings" from the "Project" menu and then changing the
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"Preprocessor" settings under the "C/C++" tab. You will also
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need to add the FLTK (<tt>FLTK.LIB</tt> or <tt>FLTKD.LIB</tt>) and the Windows
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Common Controls (<tt>COMCTL32.LIB</tt>) libraries to the "Link" settings.
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You must also define <tt>WIN32</tt>.
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More information can be found in <tt>README.MSWindows.txt</tt>.
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You can build your Microsoft Windows applications as Console or
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Desktop applications. If you want to use the standard C \p main()
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function as the entry point, FLTK includes a \p WinMain()
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function that will call your \p main() function for you.
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\section basics_naming Naming
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All public symbols in FLTK start with the characters 'F' and 'L':
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\li Functions are either \p Fl::foo() or \p fl_foo().
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\li Class and type names are capitalized: \p Fl_Foo.
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\li \ref enumerations "Constants and enumerations"
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are uppercase: \p FL_FOO.
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\li All header files start with <tt><FL/...></tt>.
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<!-- NEED 5in -->
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\section basics_headerfiles Header Files
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The proper way to include FLTK header files is:
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\code
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#include <FL/Fl_xyz.H>
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\endcode
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\note
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Case \e is significant on many operating systems,
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and the C standard uses the forward slash (/) to
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separate directories. <i>Do not use any of the following
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include lines:</i>
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\code
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#include <FL\Fl_xyz.H>
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#include <fl/fl_xyz.h>
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#include <Fl/fl_xyz.h>
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\endcode
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\htmlonly
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<hr>
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<table summary="navigation bar" width="100%" border="0">
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<tr>
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<td width="45%" align="LEFT">
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<a class="el" href="intro.html">
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[Prev]
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Introduction to FLTK
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</a>
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</td>
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<td width="10%" align="CENTER">
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<a class="el" href="index.html">[Index]</a>
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</td>
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<td width="45%" align="RIGHT">
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<a class="el" href="common.html">
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Common Widgets and Attributes
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[Next]
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</a>
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</td>
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</tr>
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</table>
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\endhtmlonly
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*/
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