// // Widget type header file for the Fast Light Tool Kit (FLTK). // // Copyright 1998-2024 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: // // https://www.fltk.org/COPYING.php // // Please see the following page on how to report bugs and issues: // // https://www.fltk.org/bugs.php // #ifndef _FLUID_FL_TYPE_H #define _FLUID_FL_TYPE_H #include #include #include "code.h" class Fl_Type; class Fl_Group_Type; class Fl_Window_Type; class Fd_Project_Reader; class Fd_Project_Writer; typedef enum { kAddAsLastChild = 0, kAddAfterCurrent } Strategy; enum ID { // administrative ID_Base_, ID_Widget_, ID_Menu_Manager_, ID_Menu_, ID_Browser_, ID_Valuator_, // non-widget ID_Function, ID_Code, ID_CodeBlock, ID_Decl, ID_DeclBlock, ID_Class, ID_Widget_Class, ID_Comment, ID_Data, // groups ID_Window, ID_Group, ID_Pack, ID_Flex, ID_Tabs, ID_Scroll, ID_Tile, ID_Wizard, ID_Grid, // buttons ID_Button, ID_Return_Button, ID_Light_Button, ID_Check_Button, ID_Repeat_Button, ID_Round_Button, // valuators ID_Slider, ID_Scrollbar, ID_Value_Slider, ID_Adjuster, ID_Counter, ID_Spinner, ID_Dial, ID_Roller, ID_Value_Input, ID_Value_Output, // text ID_Input, ID_Output, ID_Text_Editor, ID_Text_Display, ID_File_Input, ID_Terminal, // menus ID_Menu_Bar, ID_Menu_Button, ID_Choice, ID_Input_Choice, ID_Submenu, ID_Menu_Item, ID_Checkbox_Menu_Item, ID_Radio_Menu_Item, // browsers ID_Browser, ID_Check_Browser, ID_File_Browser, ID_Tree, ID_Help_View, ID_Table, // misc ID_Box, ID_Clock, ID_Progress, ID_Max_ }; void update_visibility_flag(Fl_Type *p); void delete_all(int selected_only=0); int storestring(const char *n, const char * & p, int nostrip=0); void select_all_cb(Fl_Widget *,void *); void select_none_cb(Fl_Widget *,void *); void earlier_cb(Fl_Widget*,void*); void later_cb(Fl_Widget*,void*); /** \brief This is the base class for all elements in the project tree. All widgets and other types in the project are derived from Fl_Types. They are organized in a doubly linked list. Every Type also has depth information to create a pseudo tree structure. To make walking up the tree faster, Type also holds a pointer to the `parent` Type. Types can be identified using the builtin ID system that works like RTTI. The method `id()` returns the exact type, and the method `is_a(ID)` returns true if this is the exact type or derived from the type, and a dynamic cast will work reliably. \todo it would be nice if we can handle multiple independent trees. To do that we must remove static members like `first` and `last`. \todo add virtual methods to handle events, draw widgets, and draw overlays. It may also make sense to have a virtual method that returns a boolean if a specific type can be added as a child. \todo it may make sense to have a readable iterator class instead of relying on pointer manipulation. Or use std in future releases. */ class Fl_Type { /** Copy the label text to Widgets and Windows, does nothing in Type. */ virtual void setlabel(const char *) { } // virtual part of label(char*) protected: Fl_Type(); /** Name of a widget, or code some non-widget Types. */ const char *name_; /** Label text of a widget. */ const char *label_; /** If it is just a word, it's the name of the callback function. Otherwise it is the full callback C++ code. Can be NULL. */ const char *callback_; /** Widget user data field as C++ text. */ const char *user_data_; /** Widget user data type as C++ text, usually `void*` or `long`. */ const char *user_data_type_; /** Optional comment for every node in the graph. Visible in browser and panels, and will also be copied to the source code. */ const char *comment_; /** a unique ID within the project */ unsigned short uid_; public: // things that should not be public: /** Quick link to the parent Type instead of walking up the linked list. */ Fl_Type *parent; /** This type is rendered "selected" in the tree browser. */ char new_selected; // browser highlight /** Backup storage for selection if an error occurred during some operation (see `haderror`). It seems that this is often confused with new_selected which seems to hold the true and visible selection state. */ char selected; // copied here by selection_changed() char open_; // state of triangle in browser char visible; // true if all parents are open int level; // number of parents over this static Fl_Type *first, *last; Fl_Type *next, *prev; Fl_Type *prev_sibling(); Fl_Type *next_sibling(); Fl_Type *first_child(); Fl_Type *factory; const char *callback_name(Fd_Code_Writer& f); // text positions of this type in code, header, and project file (see codeview) int code_static_start, code_static_end; int code1_start, code1_end; int code2_start, code2_end; int header1_start, header1_end; int header2_start, header2_end; int header_static_start, header_static_end; int proj1_start, proj1_end; int proj2_start, proj2_end; protected: int user_defined(const char* cbname) const; public: virtual ~Fl_Type(); virtual Fl_Type *make(Strategy strategy) = 0; Fl_Window_Type *window(); Fl_Group_Type *group(); void add(Fl_Type *parent, Strategy strategy); void insert(Fl_Type *n); // insert into list before n Fl_Type* remove(); // remove from list void move_before(Fl_Type*); // move before a sibling virtual const char *title(); // string for browser virtual const char *type_name() = 0; // type for code output virtual const char *alt_type_name() { return type_name(); } // alternate type for FLTK2 code output const char *name() const {return name_;} void name(const char *); const char *label() const {return label_;} void label(const char *); const char *callback() const {return callback_;} void callback(const char *); const char *user_data() const {return user_data_;} void user_data(const char *); const char *user_data_type() const {return user_data_type_;} void user_data_type(const char *); const char *comment() { return comment_; } void comment(const char *); virtual Fl_Type* click_test(int,int) { return NULL; } virtual void add_child(Fl_Type*, Fl_Type* beforethis) { } virtual void move_child(Fl_Type*, Fl_Type* beforethis) { } virtual void remove_child(Fl_Type*) { } /** Give widgets a change to arrange their children after all children were add. If adding individual children, this is called immediately, but if children are read via a project file, we wait until all children are read and then lay out the group. */ virtual void layout_widget() { } static Fl_Type *current; // most recently picked object static Fl_Type *current_dnd; virtual void open(); // what happens when you double-click // read and write data to a saved file: virtual void write(Fd_Project_Writer &f); virtual void write_properties(Fd_Project_Writer &f); virtual void read_property(Fd_Project_Reader &f, const char *); virtual void write_parent_properties(Fd_Project_Writer &f, Fl_Type *child, bool encapsulate); virtual void read_parent_property(Fd_Project_Reader &f, Fl_Type *child, const char *property); virtual int read_fdesign(const char*, const char*); virtual void postprocess_read() { } // write code, these are called in order: virtual void write_static(Fd_Code_Writer& f); // write static stuff to .c file virtual void write_static_after(Fd_Code_Writer& f); // write static stuff after children virtual void write_code1(Fd_Code_Writer& f); // code and .h before children virtual void write_code2(Fd_Code_Writer& f); // code and .h after children void write_comment_h(Fd_Code_Writer& f, const char *ind=""); // write the commentary text into the header file void write_comment_c(Fd_Code_Writer& f, const char *ind=""); // write the commentary text into the source file void write_comment_inline_c(Fd_Code_Writer& f, const char *ind=0L); // write the commentary text // live mode virtual Fl_Widget *enter_live_mode(int top=0); // build widgets needed for live mode virtual void leave_live_mode(); // free allocated resources virtual void copy_properties(); // copy properties from this type into a potential live object // get message number for I18N int msgnum(); /** Return 1 if the Type can have children. */ virtual int is_parent() const {return 0;} /** Return 1 if the type is a widget or menu item. */ virtual int is_widget() const {return 0;} /** Return 1 if the type is a widget but not a menu item. */ virtual int is_true_widget() const {return 0;} /** Return 1 if a type behaves like a button (Fl_Button and Fl_Menu_Item and derived, but not Fl_Submenu_Type. */ virtual int is_button() const {return 0;} /** Return 1 if this is a Fl_Widget_Class_Type, Fl_CodeBlock_Type, or Fl_Function_Type */ virtual int is_code_block() const {return 0;} /** Return 1 if this is a Fl_Widget_Class_Type, Fl_Class_Type, or Fl_DeclBlock_Type */ virtual int is_decl_block() const {return 0;} /** Return 1 if this is a Fl_Class_Type or Fl_Widget_Class_Type. */ virtual int is_class() const {return 0;} /** Return 1 if the type browser shall draw a padlock over the icon. */ virtual int is_public() const {return 1;} /** Return the type ID for this Type. */ virtual ID id() const { return ID_Base_; } /** Check if this Type is of the give type ID or derived from that type ID. */ virtual bool is_a(ID inID) const { return (inID==ID_Base_); } const char* class_name(const int need_nest) const; bool is_in_class() const; int has_function(const char*, const char*) const; unsigned short set_uid(unsigned short suggested_uid=0); unsigned short get_uid() { return uid_; } static Fl_Type *find_by_uid(unsigned short uid); static Fl_Type *find_in_text(int text_type, int crsr); /// If this is greater zero, widgets will be allowed to lay out their children. static int allow_layout; }; #endif // _FLUID_FL_TYPE_H