finalcut/doc/first-steps.md

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First steps with the FINAL CUT widget toolkit
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=============================================
Table of Contents
-----------------
<!-- TOC -->
- [How to use the library](#how-to-use-the-library)
- [Memory Management](#memory-management)
- [Event Processing](#event-processing)
- [Event handler reimplementation](#event-handler-reimplementation)
- [Signals and Callbacks](#signals-and-callbacks)
- [Default signals](#the-final-cut-widgets-emit-the-following-default-signals)
- [Callback function](#example-of-a-callback-function)
- [Callback lambda expression](#example-of-an-lambda-expression-callback)
- [Callback method](#example-of-a-callback-function)
- [Custom signals](#send-custom-signals)
- [Dynamic layout](#dynamic-layout)
- [Scroll view](#scroll-view)
<!-- /TOC -->
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How to use the library
----------------------
At the beginning of this introduction to the Final Cut
we will start with a small example.
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The following example creates an empty 30??10 character dialog.
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**File:** *dialog.cpp*
```cpp
#include <final/final.h>
int main (int argc, char* argv[])
{
finalcut::FApplication app(argc, argv);
finalcut::FDialog dialog(&app);
dialog.setText ("A dialog");
const finalcut::FPoint position(25, 5);
const finalcut::FSize size(30, 10);
dialog.setGeometry (position, size);
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app.setMainWidget(&dialog);
dialog.show();
return app.exec();
}
```
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*(Note: You can close the dialog with the mouse,
<kbd>Shift</kbd>+<kbd>F10</kbd> or <kbd>Ctrl</kbd>+<kbd>^</kbd>)*
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After entering the source code in *dialog.cpp* you can compile
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the above program with gcc:
```cpp
g++ -O2 -lfinal dialog.cpp -o dialog
```
How it works
------------
```cpp
#include <final/final.h>
```
All final cut programs must include the *final.h* header.
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```cpp
finalcut::FApplication app(argc, argv);
```
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This line creates the `finalcut::FApplication` object `app` with
the command line arguments `argc` and `argv`. This object manages
the application main event loop. It receives keyboard and mouse events
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and sends them to the target widgets. You must create an application
object before you can create a widgets object.
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The next line
```cpp
finalcut::FDialog dialog(&app);
```
creates the `finalcut::FDialog` object `dialog` with the object `app`
as parent object. The `finalcut::FDialog` class is the base class for
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creating dialog windows.
```cpp
dialog.setText ("A dialog");
```
The title bar of the dialog box gets the text "A dialog".
```cpp
finalcut::FPoint position(25, 5);
finalcut::FSize size(30, 10);
dialog.setGeometry (position, size);
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```
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The dialog window gets a width of 30 and a height of 10 characters.
The position of the window in the terminal is at x=25 and
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y=5 (note: x=1 and y=1 represents the upper left corner).
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```cpp
app.setMainWidget(&dialog);
```
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The `dialog` object was now selected as the main widget for the application.
When you close the main widget, the entire application quits.
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```cpp
dialog.show();
```
A window or widget is not visible directly after its creation.
Only the call of `show()` makes it (and its child objects,
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if available) visible.
```cpp
return app.exec();
```
The last line calls `exec()` to start the application and return
the result to the operating system. The started application enters
the main event loop. This loop does not end until the window is
not closed.
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Memory Management
-----------------
To create a hierarchy of FObjects (or derived classes/widgets),
a new FObject must initialize with its parent object.
```cpp
FObject* parent = new FObject();
FObject* child = new FObject(parent);
```
To deallocate the used memory of a parent FObject, the allocated memory
of its child objects will also automatically deallocate.
An object can also be assigned to another object later via `addChild()`.
```cpp
FObject* parent = new FObject();
FObject* child = new FObject();
parent->addChild(child);
```
The child object assignment can also remove at any time with
`delChild()`.
```cpp
FObject* parent = new FObject();
FObject* child = new FObject(parent);
parent->delChild(child);
```
If an FObject with a parent will remove from the hierarchy,
the destructor automatically deletes the object assignment from
its parent object. If a class object doesn't derive from FObject,
you must implement storage deallocation yourself.
**File:** *memory.cpp*
```cpp
#include <final/final.h>
using namespace finalcut;
int main (int argc, char* argv[])
{
FApplication app(argc, argv);
// The object dialog is managed by app
FDialog* dialog = new FDialog(&app);
dialog->setText ("Window Title");
dialog->setGeometry (FPoint(25, 5), FSize(40, 8));
// The object input is managed by dialog
FLineEdit* input = new FLineEdit("predefined text", dialog);
input->setGeometry(FPoint(8, 2), FSize(29, 1));
input->setLabelText (L"&Input");
// The object label is managed by dialog
FLabel* label = new FLabel ( "Lorem ipsum dolor sit amet, consectetur "
"adipiscing elit, sed do eiusmod tempor "
"incididunt ut labore et dolore magna aliqua."
, dialog );
label->setGeometry (FPoint(2, 4), FSize(36, 1));
app.setMainWidget(dialog);
dialog->show();
return app.exec();
}
```
*(Note: You can close the window with the mouse,
<kbd>Shift</kbd>+<kbd>F10</kbd> or <kbd>Ctrl</kbd>+<kbd>^</kbd>)*
After entering the source code in *memory.cpp* you can compile
the above program with gcc:
```cpp
g++ -O2 -lfinal memory.cpp -o memory
```
Event Processing
----------------
Calling `FApplication::exec()` starts the FINAL CUT main event loop.
While the event loop is running, the system constantly checks whether
an event has occurred and sends it to the application's currently focused
object. The events of the terminal such as keystrokes, mouse actions or
resizing the terminal are translated into `FEvent` objects and sent it to
the active `FObject`. It is also possible to use `FApplication::sendEvent()`
or `FApplication::queueEvent()` to send your own events to an object.
`FObject`-derived objects process incoming events by reimplementing the
virtual method `event()`. The `FObject` itself calls only
`onTimer()` or `onUserEvent()` and ignores all other events. The
`FObject`-derived class `FWidget` also reimplements the `event()` method
to handle further events. `FWidget` calls the `FWidget::onKeyPress` method
when you press a key, or the `FWidget::onMouseDown` method when you click
a mouse button.
### Event handler reimplementation ###
An event in FINAL CUT is an object that inherits from the base class
`FEvent`. There are several event types, represented by an enum value.
For example, the method `FEvent::type()` returns the type
`fc::MouseDown_Event` when you press down a mouse button.
Some event types have data that cannot store in an `FEvent` object.
For example, a click event of the mouse must store which button it
triggered where the mouse pointer was at that time. In classes derived
from `FEvent`, such as `FMouseEvent()`, we store this data.
Widgets get their events from the `event()` method inherited from FObject.
The implementation of `event()` in `FWidget` forwards the most common event
types to specific event handlers such as `FMouseEvent()`, `FKeyEvent()` or
`FResizeEvent()`. There are many other event types. It is also possible to
create own event types and send them to other objects.
**The FINAL CUT event types:**
```cpp
enum events
{
None_Event, // invalid event
KeyPress_Event, // key pressed
KeyUp_Event, // key released
KeyDown_Event, // key pressed
MouseDown_Event, // mouse button pressed
MouseUp_Event, // mouse button released
MouseDoubleClick_Event, // mouse button double click
MouseWheel_Event, // mouse wheel rolled
MouseMove_Event, // mouse move
FocusIn_Event, // focus in
FocusOut_Event, // focus out
ChildFocusIn_Event, // child focus in
ChildFocusOut_Event, // child focus out
WindowActive_Event, // activate window
WindowInactive_Event, // deactivate window
WindowRaised_Event, // raise window
WindowLowered_Event, // lower window
Accelerator_Event, // keyboard accelerator
Resize_Event, // terminal resize
Show_Event, // widget is shown
Hide_Event, // widget is hidden
Close_Event, // widget close
Timer_Event, // timer event occur
User_Event // user defined event
};
```
**File:** *timer.cpp*
```cpp
#include <final/final.h>
using namespace finalcut;
class dialogWidget : public FDialog
{
public:
explicit dialogWidget (FWidget* parent = nullptr)
: FDialog(parent)
{
setText ("Dialog");
setGeometry (FPoint(25, 5), FSize(23, 4));
label.setGeometry (FPoint(1, 1), FSize(10, 1));
label.setAlignment (fc::alignRight);
value.setGeometry (FPoint(11, 1), FSize(10, 1));
id = addTimer(100);
}
private:
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void onTimer (FTimerEvent* ev) override
{
if ( id == ev->getTimerId() && n < 9999999999 )
{
value.setNumber(n);
value.redraw();
n++;
}
}
FLabel label{"Counter: ", this};
FLabel value{"0", this};
long n{0};
int id{0};
};
int main (int argc, char* argv[])
{
FApplication app(argc, argv);
dialogWidget dialog(&app);
app.setMainWidget(&dialog);
dialog.show();
return app.exec();
}
```
*(Note: You can close the window with the mouse,
<kbd>Shift</kbd>+<kbd>F10</kbd> or <kbd>Ctrl</kbd>+<kbd>^</kbd>)*
After entering the source code in *timer.cpp* you can compile
the above program with gcc:
```cpp
g++ -O2 -lfinal -std=c++11 timer.cpp -o timer
```
Signals and Callbacks
---------------------
The callback mechanism is essential for developing applications with
FINAL CUT. Callback routines allow the programmer to connect different
objects (which do not need to know each other). Connected objects notify
each other when an action occurs in a widget. To uniquely identify a widget
action, it uses signal strings. For example, if an `FButton` object gets
clicked by a keyboard or mouse, it sends the string "clicked". A signal
handler explicitly provided by Widget, in the form of a callback function
or a callback method, can react to such a signal.
A callback function is always structured as follows:
```cpp
void cb_function (FWidget* w, FDataPtr data)
{...}
```
The structure of a callback method is the same:
```cpp
void classname::cb_methode (FWidget* w, FDataPtr data)
{...}
```
We use the `addCallback()` method of the `FWidget` class to connect
to other widget objects.
For calling functions and static methods:
```cpp
void FWidget::addCallback ( const FString& cb_signal
, FCallback cb_handler
, FDataPtr data )
{...}
```
For calling a member method of a specific instance:
```cpp
void FWidget::addCallback ( const FString& cb_signal
, FWidget* cb_instance
, FMemberCallback cb_handler
, FDataPtr data )
{...}
```
There are two macros `F_FUNCTION_CALLBACK` and `F_METHOD_CALLBACK` to avoid
having to deal with necessary type conversions. With `delCallback()` you can
remove a connection to a signal handler or a widget. Alternatively, you can
use `delCallbacks()` to remove all existing callbacks from an object.
### The FINAL CUT widgets emit the following default signals ###
<dl>
<dt>FButton</dt>
<dd>"clicked"</dd>
<dt>FCheckMenuItem</dt>
<dd>"clicked"<br />"toggled"</dd>
<dt>FLineEdit</dt>
<dd>"activate"<br />"changed"</dd>
<dt>FListBox</dt>
<dd>"clicked"<br />"row-changed"<br />"row-selected"</dd>
<dt>FListView</dt>
<dd>"clicked"<br />"row-changed"</dd>
<dt>FMenu</dt>
<dd>"activate"</dd>
<dt>FMenuItem</dt>
<dd>"activate"<br />"clicked"<br />"deactivate"</dd>
<dt>FRadioMenuItem</dt>
<dd>"clicked"<br />"toggled"</dd>
<dt>FScrollbar</dt>
<dd>"change-value"</dd>
<dt>FSpinBox</dt>
<dd>"changed"</dd>
<dt>FStatusBar</dt>
<dd>"activate"</dd>
<dt>FTextView</dt>
<dd>"changed"</dd>
<dt>FToggleButton</dt>
<dd>"clicked"<br />"toggled"</dd>
<dt>FWidget</dt>
<dd>"destroy"<br />"focus-in"<br />"focus-out"<br />"mouse-press"<br />"mouse-release"<br />"mouse-move"<br />"mouse-wheel-down"<br />"mouse-wheel-up"</dd>
</dl>
&nbsp;
### Example of a callback function: ###
**File:** *callback-function.cpp*
```cpp
#include <final/final.h>
using namespace finalcut;
void cb_changeText (FWidget* w, FDataPtr data)
{
FButton& button = *(static_cast<FButton*>(w));
FLabel& label = *(static_cast<FLabel*>(data));
label.clear();
label << "The " << button.getClassName() << " was pressed";
label.redraw();
}
int main (int argc, char* argv[])
{
FApplication app(argc, argv);
FDialog dialog(&app);
dialog.setText ("A dialog with callback function");
dialog.setGeometry (FRect(25, 5, 45, 9));
FLabel label (&dialog);
label = "The button has never been pressed before";
label.setGeometry (FPoint(2, 2), FSize(41, 1));
FButton button (&dialog);
// Character follows '&' will be used as the accelerator key
button = "&Click me";
button.setGeometry (FPoint(15, 5), FSize(14, 1));
// Connect the button signal "clicked" with the callback function
button.addCallback
(
"clicked",
F_FUNCTION_CALLBACK (&cb_changeText),
&label
);
app.setMainWidget(&dialog);
dialog.show();
return app.exec();
}
```
*(Note: You can close the dialog with the mouse,
<kbd>Shift</kbd>+<kbd>F10</kbd> or <kbd>Ctrl</kbd>+<kbd>^</kbd>)*
After entering the source code in *callback-function.cpp* you can compile
the above program with gcc:
```cpp
g++ -O2 -lfinal callback-function.cpp -o callback-function
```
&nbsp;
### Example of an lambda expression callback: ###
**File:** *callback-lambda.cpp*
```cpp
#include <final/final.h>
using namespace finalcut;
int main (int argc, char* argv[])
{
FApplication app(argc, argv);
FDialog dialog(&app);
dialog.setText ("Lambda expression as callback");
dialog.setGeometry (FRect(25, 5, 45, 9));
FButton button ("&bottom", &dialog);
button.setGeometry (FPoint(15, 5), FSize(14, 1));
// Connect the button signal "clicked" with the lambda expression
button.addCallback
(
"clicked",
[] (FWidget* w, FDataPtr d)
{
FButton& button = *(static_cast<FButton*>(w));
if ( button.getY() != 2 )
{
button.setPos (FPoint(15, 2));
button.setText("&top");
}
else
{
button.setPos (FPoint(15, 5));
button.setText("&bottom");
}
static_cast<FDialog*>(d)->redraw();
},
&dialog
);
app.setMainWidget(&dialog);
dialog.show();
return app.exec();
}
```
*(Note: You can close the dialog with the mouse,
<kbd>Shift</kbd>+<kbd>F10</kbd> or <kbd>Ctrl</kbd>+<kbd>^</kbd>)*
After entering the source code in *callback-lambda.cpp* you can compile
the above program with gcc:
```cpp
g++ -O2 -lfinal -std=c++11 callback-lambda.cpp -o callback-lambda
```
&nbsp;
### Example of a callback method: ###
**File:** *callback-method.cpp*
```cpp
#include <final/final.h>
using namespace finalcut;
class dialogWidget : public FDialog
{
public:
explicit dialogWidget (FWidget* parent = nullptr)
: FDialog(parent)
{
setText ("Callback method");
setGeometry (FPoint(25, 5), FSize(25, 7));
button.setGeometry (FPoint(7, 3), FSize(10, 1));
// Connect the button signal "clicked" with the callback method
button.addCallback
(
"clicked",
F_METHOD_CALLBACK (this, &FApplication::cb_exitApp),
nullptr
);
}
private:
FButton button{"&Quit", this};
};
int main (int argc, char* argv[])
{
FApplication app(argc, argv);
dialogWidget dialog(&app);
app.setMainWidget(&dialog);
dialog.show();
return app.exec();
}
```
*(Note: You can close the window with the mouse,
<kbd>Shift</kbd>+<kbd>F10</kbd> or <kbd>Ctrl</kbd>+<kbd>^</kbd>)*
After entering the source code in *callback-method.cpp* you can compile
the above program with gcc:
```cpp
g++ -O2 -lfinal -std=c++11 callback-method.cpp -o callback-method
```
&nbsp;
### Send custom signals ###
You can use the `emitCallback()` method to generate a user-defined signal.
You can connect this signal later with the method `addCallback()` to a
self-defined routine.
**File:** *emit-signal.cpp*
```cpp
#include <final/final.h>
using namespace finalcut;
class dialogWidget : public FDialog
{
public:
explicit dialogWidget (FWidget* parent = nullptr)
: FDialog(parent)
{
setGeometry (FPoint(25, 5), FSize(22, 7));
setText ("Emit signal");
FSize size(5, 1);
label.setGeometry (FPoint(8, 1), size);
label.setAlignment (fc::alignRight);
label.setForegroundColor (fc::Black);
plus.setGeometry (FPoint(3, 3), size);
minus.setGeometry (FPoint(13, 3), size);
plus.setNoUnderline();
minus.setNoUnderline();
// Connect the button signal "clicked" with the callback method
plus.addCallback
(
"clicked",
F_METHOD_CALLBACK (this, &dialogWidget::cb_plus)
);
minus.addCallback
(
"clicked",
F_METHOD_CALLBACK (this, &dialogWidget::cb_minus)
);
// Connect own signals
addCallback
(
"hot",
F_METHOD_CALLBACK (this, &dialogWidget::cb_set_red)
);
addCallback
(
"regular",
F_METHOD_CALLBACK (this, &dialogWidget::cb_set_black)
);
addCallback
(
"cold",
F_METHOD_CALLBACK (this, &dialogWidget::cb_set_blue)
);
}
private:
void cb_plus (FWidget*, FDataPtr)
{
if ( t < 100 )
t++;
if ( t == 30 )
emitCallback("hot");
else if ( t == 1 )
emitCallback("regular");
setTemperature();
}
void cb_minus (FWidget*, FDataPtr)
{
if ( t > -99 )
t--;
if ( t == 0 )
emitCallback("cold");
else if ( t == 29 )
emitCallback("regular");
setTemperature();
}
void cb_set_blue (FWidget*, FDataPtr)
{
label.setForegroundColor (fc::Blue);
}
void cb_set_black (FWidget*, FDataPtr)
{
label.setForegroundColor (fc::Black);
}
void cb_set_red (FWidget*, FDataPtr)
{
label.setForegroundColor (fc::Red);
}
void setTemperature()
{
label.clear();
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label << t << "??C";
label.redraw();
}
int t = 20;
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FLabel label{FString() << t << "??C", this};
FButton plus {"&+", this};
FButton minus {"&-", this};
};
int main (int argc, char* argv[])
{
FApplication app(argc, argv);
dialogWidget dialog(&app);
app.setMainWidget(&dialog);
dialog.show();
return app.exec();
}
```
*(Note: You can close the window with the mouse,
<kbd>Shift</kbd>+<kbd>F10</kbd> or <kbd>Ctrl</kbd>+<kbd>^</kbd>)*
After entering the source code in *emit-signal.cpp* you can compile
the above program with gcc:
```cpp
g++ -O2 -lfinal -std=c++11 emit-signal.cpp -o emit-signal
```
Dynamic layout
--------------
A modern terminal emulation like xterm has no fixed resolution.
They offer the possibility to change the height and width of the
terminal at any time. That triggers a resize-event that calls
the `adjustSize()` method. This method allows adapting the widget
to a changed terminal size. You can override the `adjustSize()`
method to adjust the size and position of the widget. The method
`adjustSize()` will also be called indirectly via calling methods
`setGeometry()`, `setX()`, `setY()`, `setPos()`, `setWidth()`,
`setHeight()`, `setSize()`, `setTopPadding()`, `setLeftPadding()`,
`setBottomPadding()`, `setRightPadding()`, or `setDoubleFlatLine()`.
Scalable dialogs derived from FDialog can change the dialog size by
clicking on the lower right corner of the window. You can intercept
a scaling action by overriding the `setSize()` method and adjusting
the client widgets.
**File:** *size-adjustment.cpp*
```cpp
#include <final/final.h>
using namespace finalcut;
class dialogWidget : public FDialog
{
public:
explicit dialogWidget (FWidget* parent = nullptr)
: FDialog(parent)
{
setText ("Dialog");
setResizeable();
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button.setGeometry (FPoint(1, 1), FSize(12, 1), false);
input.setGeometry (FPoint(2, 3), FSize(12, 1), false);
// Set dialog geometry and calling adjustSize()
setGeometry (FPoint(25, 5), FSize(40, 12));
setMinimumSize (FSize(25, 9));
}
private:
inline void checkMinValue (int& n)
{
if ( n < 1 ) // Checks and corrects the minimum value
n = 1;
}
void centerDialog()
{
auto x = int((getDesktopWidth() - getWidth()) / 2);
auto y = int((getDesktopHeight() - getHeight()) / 2);
checkMinValue(x);
checkMinValue(y);
setPos (FPoint(x, y), false);
}
void adjustWidgets()
{
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auto bx = int(getWidth() - button.getWidth() - 3);
auto by = int(getHeight() - 4);
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button.setPos (FPoint(bx, by), false);
input.setWidth (getWidth() - 4);
auto ly = int(getHeight() / 2) - 1;
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input.setY (ly, false);
}
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void adjustSize() override
{
// Calling super class method adjustSize()
FDialog::adjustSize();
// Centers the dialog in the terminal
centerDialog();
}
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void setSize (const FSize& size, bool) override
{
// Calling super class methods setSize() + adjustSize()
FDialog::setSize (size, false);
FDialog::adjustSize();
}
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void draw() override
{
adjustWidgets(); // Adjust widgets before drawing
// Calling super class method draw()
FDialog::draw();
print() << FPoint (3, 3)
<< FColorPair (fc::Black, fc::White)
<< "Text on "
<< FColorPair (fc::Blue, fc::Yellow)
<< "top";
}
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FLineEdit input{"Middle", this};
FButton button{"&Bottom", this};
};
int main (int argc, char* argv[])
{
FApplication app(argc, argv);
dialogWidget dialog(&app);
app.setMainWidget(&dialog);
dialog.show();
return app.exec();
}
```
*(Note: You can close the window with the mouse,
<kbd>Shift</kbd>+<kbd>F10</kbd> or <kbd>Ctrl</kbd>+<kbd>^</kbd>)*
After entering the source code in *size-adjustment.cpp* you can compile
the above program with gcc:
```cpp
g++ -O2 -lfinal -std=c++11 size-adjustment.cpp -o size-adjustment
```
Scroll view
-----------
The scroll view of the `FScrollView` class allows users to view content
that is larger than the visible area. The `FScrollView` widget displays
the horizontal and vertical scroll bar by default, only if the content size
requires it. You can controll this behavior by the two methods
`setHorizontalScrollBarMode()` and `setVerticalScrollBarMode()`.
```cpp
setHorizontalScrollBarMode (fc::scrollBarMode);
setVerticalScrollBarMode (fc::scrollBarMode);
```
You pass the scroll bar visibility mode as a value of the enum type
`fc::scrollBarMode`.
```cpp
enum scrollBarMode
{
Auto = 0, // Shows a scroll bar when area is larger than viewport
Hidden = 1, // Never shows a scroll bar
Scroll = 2 // Always shows a scroll bar
};
```
You can add widgets to an `FScrollView` object as child objects and place
them (with a widget positioning method) on the scrollable area. If a client
widget gets the focus, it automatically scrolls the viewport to the focused
widget. You can use the methods `scrollTo()`, `scrollToX()`, `scrollToY()`
and `scrollBy()` to set the scroll position of the viewport directly.
The `FButtonGroup` widget uses `FScrollView` to display more buttons
in the frame than the height allows.
**File:** *scrollview.cpp*
```cpp
#include <utility>
#include <final/final.h>
using namespace finalcut;
class dialogWidget : public FDialog
{
public:
explicit dialogWidget (FWidget* parent = nullptr)
: FDialog(parent)
{
setText ("Dialog");
setGeometry (FPoint(28, 2), FSize(24, 21));
scrollview.setGeometry(FPoint(1, 1), FSize(22, 11));
scrollview.setScrollSize(FSize(60, 27));
2019-10-17 01:13:18 +02:00
const auto& wc = getFWidgetColors();
setColor (wc.label_inactive_fg, wc.dialog_bg);
scrollview.clearArea();
FColorPair red (fc::LightRed, wc.dialog_bg);
FColorPair black (fc::Black, wc.dialog_bg);
FColorPair cyan (fc::Cyan, wc.dialog_bg);
static std::vector<direction> d
{
{"NW", FPoint(3, 13), FPoint(1, 1), black},
{"N", FPoint(10, 13), FPoint(21, 1), red},
{"NE", FPoint(17, 13), FPoint(41, 1), black},
{"W", FPoint(3, 15), FPoint(1, 10), black},
{"*", FPoint(10, 15), FPoint(21, 10), black},
{"E", FPoint(17, 15), FPoint(41, 10), black},
{"SW", FPoint(3, 17), FPoint(1, 19), black},
{"S", FPoint(10, 17), FPoint(21, 19), cyan},
{"SE", FPoint(17, 17), FPoint(41, 19), black}
};
for (auto&& b : d)
{
scrollview.print() << std::get<2>(b) + FPoint(10, 5)
<< std::get<3>(b) << std::get<0>(b);
auto edit = new FLineEdit("direction " + std::get<0>(b), &scrollview);
edit->setGeometry(std::get<2>(b) + FPoint(1, 1), FSize(17, 1));
auto btn = new FButton(std::get<0>(b), this);
btn->setGeometry(std::get<1>(b), FSize(4, 1));
btn->unsetShadow();
btn->addCallback
(
"clicked",
F_METHOD_CALLBACK (this, &dialogWidget::cb_button),
static_cast<FDataPtr>(&std::get<2>(b))
);
};
}
private:
typedef std::tuple<FString, FPoint, FPoint, FColorPair> direction;
void cb_button (FWidget*, FDataPtr data)
{
FPoint* p = static_cast<FPoint*>(data);
scrollview.scrollTo(*p);
}
FScrollView scrollview{this};
};
int main (int argc, char* argv[])
{
FApplication app(argc, argv);
dialogWidget dialog(&app);
app.setMainWidget(&dialog);
dialog.show();
return app.exec();
}
```
*(Note: You can close the window with the mouse,
<kbd>Shift</kbd>+<kbd>F10</kbd> or <kbd>Ctrl</kbd>+<kbd>^</kbd>)*
After entering the source code in *scrollview.cpp* you can compile
the above program with gcc:
```cpp
g++ -O2 -lfinal -std=c++11 scrollview.cpp -o scrollview
```