670 lines
17 KiB
Markdown
670 lines
17 KiB
Markdown
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First steps with the Final Cut widget toolkit
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=============================================
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Table of Contents
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-----------------
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<!-- TOC -->
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- [How to use the library](#how-to-use-the-library)
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- [Memory Management](#memory-management)
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- [Event Processing](#event-processing)
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- [Event handler reimplementation](#event-handler-reimplementation)
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- [Signals and Callbacks](#signals-and-callbacks)
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- [Default signals](#the-final-cut-widgets-emit-the-following-default-signals)
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- [Callback function](#example-of-a-callback-function)
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- [Callback method](#example-of-a-callback-function)
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- [Custom signals](#send-custom-signals)
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<!-- /TOC -->
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How to use the library
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----------------------
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At the beginning of this introduction to the Final Cut
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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*
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```cpp
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#include <final/final.h>
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int main (int argc, char* argv[])
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{
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finalcut::FApplication app(argc, argv);
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finalcut::FDialog dialog(&app);
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dialog.setText ("A dialog");
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const finalcut::FPoint position(25, 5);
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const finalcut::FSize size(30, 10);
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dialog.setGeometry (position, size);
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app.setMainWidget(&dialog);
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dialog.show();
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return app.exec();
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}
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```
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*(Note: You can close the dialog with the mouse,
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<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:
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```cpp
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g++ -O2 -lfinal dialog.cpp -o dialog
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```
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How it works
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------------
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```cpp
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#include <final/final.h>
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```
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All final cut programs must include the *final.h* header.
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```cpp
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finalcut::FApplication app(argc, argv);
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```
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This line creates the `finalcut::FApplication` object `app` with
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the command line arguments `argc` and `argv`. This object manages
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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
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object before you can create a widgets object.
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The next line
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```cpp
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finalcut::FDialog dialog(&app);
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```
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creates the `finalcut::FDialog` object `dialog` with the object `app`
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as parent object. The `finalcut::FDialog` class is the base class for
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creating dialog windows.
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```cpp
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dialog.setText ("A dialog");
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```
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The title bar of the dialog box gets the text "A dialog".
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```cpp
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finalcut::FPoint position(25, 5);
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finalcut::FSize size(30, 10);
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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.
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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
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app.setMainWidget(&dialog);
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```
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The `dialog` object was now selected as the main widget for the application.
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When you close the main widget, the entire application quits.
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```cpp
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dialog.show();
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```
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A window or widget is not visible directly after its creation.
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Only the call of `show()` makes it (and its child objects,
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if available) visible.
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```cpp
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return app.exec();
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```
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The last line calls `exec()` to start the application and return
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the result to the operating system. The started application enters
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the main event loop. This loop does not end until the window is
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not closed.
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Memory Management
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-----------------
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To create a hierarchy of FObjects (or derived classes/widgets),
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a new FObject must initialize with its parent object.
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```cpp
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FObject* parent = new FObject();
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FObject* child = new FObject(parent);
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```
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To deallocate the used memory of a parent FObject, the allocated memory
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of its child objects will also automatically deallocate.
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An object can also be assigned to another object later via `addChild()`.
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```cpp
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FObject* parent = new FObject();
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FObject* child = new FObject();
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parent->addChild(child);
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```
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The child object assignment can also remove at any time with
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`delChild()`.
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```cpp
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FObject* parent = new FObject();
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FObject* child = new FObject(parent);
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parent->delChild(child);
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```
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If an FObject with a parent will remove from the hierarchy,
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the destructor automatically deletes the object assignment from
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its parent object. If a class object doesn't derive from FObject,
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you must implement storage deallocation yourself.
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**File:** *memory.cpp*
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```cpp
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#include <final/final.h>
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using namespace finalcut;
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int main (int argc, char* argv[])
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{
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FApplication app(argc, argv);
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// The object dialog is managed by app
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FDialog* dialog = new FDialog(&app);
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dialog->setText ("Window Title");
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dialog->setGeometry (FPoint(25, 5), FSize(40, 8));
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// The object input is managed by dialog
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FLineEdit* input = new FLineEdit("predefined text", dialog);
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input->setGeometry(FPoint(8, 2), FSize(29, 1));
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input->setLabelText (L"&Input");
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// The object label is managed by dialog
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FLabel* label = new FLabel ( "Lorem ipsum dolor sit amet, consectetur "
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"adipiscing elit, sed do eiusmod tempor "
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"incididunt ut labore et dolore magna aliqua."
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, dialog );
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label->setGeometry (FPoint(2, 4), FSize(36, 1));
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app.setMainWidget(dialog);
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dialog->show();
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return app.exec();
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}
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```
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*(Note: You can close the window with the mouse,
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<kbd>Shift</kbd>+<kbd>F10</kbd> or <kbd>Ctrl</kbd>+<kbd>^</kbd>)*
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After entering the source code in *memory.cpp* you can compile
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the above program with gcc:
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```cpp
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g++ -O2 -lfinal memory.cpp -o memory
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```
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Event Processing
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----------------
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Calling `FApplication::exec()` starts the FINAL CUT main event loop.
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While the event loop is running, the system constantly checks whether
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an event has occurred and sends it to the application's currently focused
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object. The events of the terminal such as keystrokes, mouse actions or
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resizing the terminal are translated into `FEvent` objects and sent it to
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the active `FObject`. It is also possible to use `FApplication::sendEvent()`
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or `FApplication::queueEvent()` to send your own events to an object.
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`FObject`-derived objects process incoming events by reimplementing the
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virtual method `event()`. The `FObject` itself calls only
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`onTimer()` or `onUserEvent()` and ignores all other events. The
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`FObject`-derived class `FWidget` also reimplements the `event()` method
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to handle further events. `FWidget` calls the `FWidget::onKeyPress` method
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when you press a key, or the `FWidget::onMouseDown` method when you click
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a mouse button.
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### Event handler reimplementation ###
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An event in FINAL CUT is an object that inherits from the base class
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`FEvent`. There are several event types, represented by an enum value.
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For example, the method `FEvent::type()` returns the type
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`fc::MouseDown_Event` when you press down a mouse button.
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Some event types have data that cannot store in an `FEvent` object.
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For example, a click event of the mouse must store which button it
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triggered where the mouse pointer was at that time. In classes derived
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from `FEvent`, such as `FMouseEvent()`, we store this data.
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Widgets get their events from the `event()` method inherited from FObject.
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The implementation of `event()` in `FWidget` forwards the most common event
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types to specific event handlers such as `FMouseEvent()`, `FKeyEvent()` or
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`FResizeEvent()`. There are many other event types. It is also possible to
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create own event types and send them to other objects.
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**The FINAL CUT event types:**
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```cpp
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enum events
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{
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None_Event, // invalid event
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KeyPress_Event, // key pressed
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KeyUp_Event, // key released
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KeyDown_Event, // key pressed
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MouseDown_Event, // mouse button pressed
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MouseUp_Event, // mouse button released
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MouseDoubleClick_Event, // mouse button double click
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MouseWheel_Event, // mouse wheel rolled
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MouseMove_Event, // mouse move
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FocusIn_Event, // focus in
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FocusOut_Event, // focus out
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ChildFocusIn_Event, // child focus in
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ChildFocusOut_Event, // child focus out
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WindowActive_Event, // activate window
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WindowInactive_Event, // deactivate window
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WindowRaised_Event, // raise window
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WindowLowered_Event, // lower window
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Accelerator_Event, // keyboard accelerator
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Resize_Event, // terminal resize
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Show_Event, // widget is shown
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Hide_Event, // widget is hidden
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Close_Event, // widget close
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Timer_Event, // timer event occur
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User_Event // user defined event
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};
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```
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**File:** *timer.cpp*
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```cpp
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#include <final/final.h>
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using namespace finalcut;
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class dialogWidget : public FDialog
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{
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public:
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explicit dialogWidget (FWidget* parent = nullptr)
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: FDialog(parent)
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{
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setText ("Dialog");
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setGeometry (FPoint(25, 5), FSize(23, 4));
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label.setGeometry (FPoint(1, 1), FSize(10, 1));
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label.setAlignment (fc::alignRight);
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value.setGeometry (FPoint(11, 1), FSize(10, 1));
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id = addTimer(100);
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}
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private:
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virtual void onTimer (FTimerEvent* ev)
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{
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if ( id == ev->getTimerId() && n < 9999999999 )
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{
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value.setNumber(n);
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value.redraw();
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n++;
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}
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}
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FLabel label{"Counter: ", this};
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FLabel value{"0", this};
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long n{0};
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int id{0};
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};
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int main (int argc, char* argv[])
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{
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FApplication app(argc, argv);
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dialogWidget dialog(&app);
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app.setMainWidget(&dialog);
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dialog.show();
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return app.exec();
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}
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```
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*(Note: You can close the window with the mouse,
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<kbd>Shift</kbd>+<kbd>F10</kbd> or <kbd>Ctrl</kbd>+<kbd>^</kbd>)*
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After entering the source code in *timer.cpp* you can compile
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the above program with gcc:
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```cpp
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g++ -O2 -lfinal -std=c++11 timer.cpp -o timer
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```
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Signals and Callbacks
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---------------------
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The callback mechanism is essential for developing applications with
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FINAL CUT. Callback routines allow the programmer to connect different
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objects (which do not need to know each other). Connected objects notify
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each other when an action occurs in a widget. To uniquely identify a widget
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action, it uses signal strings. For example, if an `FButton` object gets
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clicked by a keyboard or mouse, it sends the string "clicked". A signal
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handler explicitly provided by Widget, in the form of a callback function
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or a callback method, can react to such a signal.
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A callback function is always structured as follows:
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```cpp
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void cb_function (FWidget* w, FDataPtr data)
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{...}
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```
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The structure of a callback method is the same:
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```cpp
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void classname::cb_methode (FWidget* w, FDataPtr data)
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{...}
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```
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We use the `addCallback()` method of the `FWidget` class to connect
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to other widget objects.
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For calling functions and static methods:
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```cpp
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void FWidget::addCallback ( const FString& cb_signal
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, FCallback cb_handler
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, FDataPtr data )
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{...}
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```
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For calling a member method of a specific instance:
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```cpp
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void FWidget::addCallback ( const FString& cb_signal
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, FWidget* cb_instance
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, FMemberCallback cb_handler
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, FDataPtr data )
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{...}
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```
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There are two macros `F_FUNCTION_CALLBACK` and `F_METHOD_CALLBACK` to avoid
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having to deal with necessary type conversions. With `delCallback()` you can
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remove a connection to a signal handler or a widget. Alternatively, you can
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use `delCallbacks()` to remove all existing callbacks from an object.
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### The FINAL CUT widgets emit the following default signals ###
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<dl>
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<dt>FButton</dt>
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<dd>"clicked"</dd>
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<dt>FCheckMenuItem</dt>
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<dd>"clicked"<br />"toggled"</dd>
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<dt>FLineEdit</dt>
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<dd>"activate"<br />"changed"</dd>
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<dt>FListBox</dt>
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<dd>"clicked"<br />"row-changed"<br />"row-selected"</dd>
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<dt>FListView</dt>
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<dd>"clicked"<br />"row-changed"</dd>
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<dt>FMenu</dt>
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<dd>"activate"</dd>
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<dt>FMenuItem</dt>
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<dd>"activate"<br />"clicked"<br />"deactivate"</dd>
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<dt>FRadioMenuItem</dt>
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<dd>"clicked"<br />"toggled"</dd>
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<dt>FScrollbar</dt>
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<dd>"change-value"</dd>
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<dt>FStatusBar</dt>
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<dd>"activate"</dd>
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<dt>FTextView</dt>
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<dd>"changed"</dd>
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<dt>FToggleButton</dt>
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<dd>"clicked"<br />"toggled"</dd>
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<dt>FWidget</dt>
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<dd>"destroy"</dd>
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</dl>
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### Example of a callback function: ###
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**File:** *callback-function.cpp*
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```cpp
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#include <final/final.h>
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using namespace finalcut;
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void cb_changeText (FWidget* w, FDataPtr data)
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{
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FButton& button = *(static_cast<FButton*>(w));
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FLabel& label = *(static_cast<FLabel*>(data));
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label.clear();
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label << "The " << button.getClassName() << " was pressed";
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label.redraw();
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}
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int main (int argc, char* argv[])
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{
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FApplication app(argc, argv);
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FDialog dialog(&app);
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dialog.setText ("A dialog with callback function");
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dialog.setGeometry (FRect(25, 5, 45, 9));
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FLabel label (&dialog);
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label = "The button has never been pressed before";
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label.setGeometry (FPoint(2, 2), FSize(41, 1));
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FButton button (&dialog);
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// Character follows '&' will be used as the accelerator key
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button = "&Click me";
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button.setGeometry (FPoint(15, 5), FSize(14, 1));
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// Connect the button signal "clicked" with the callback function
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button.addCallback
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(
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"clicked",
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F_FUNCTION_CALLBACK (&cb_changeText),
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&label
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);
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app.setMainWidget(&dialog);
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dialog.show();
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return app.exec();
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}
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```
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*(Note: You can close the dialog with the mouse,
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<kbd>Shift</kbd>+<kbd>F10</kbd> or <kbd>Ctrl</kbd>+<kbd>^</kbd>)*
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After entering the source code in *callback-function.cpp* you can compile
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the above program with gcc:
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```cpp
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g++ -O2 -lfinal callback-function.cpp -o callback-function
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```
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### Example of a callback method: ###
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**File:** *callback-method.cpp*
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```cpp
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#include <final/final.h>
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using namespace finalcut;
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class dialogWidget : public FDialog
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{
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public:
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explicit dialogWidget (FWidget* parent = nullptr)
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: FDialog(parent)
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{
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setText ("Callback method");
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setGeometry (FPoint(25, 5), FSize(25, 7));
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button.setGeometry (FPoint(7, 3), FSize(10, 1));
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// Connect the button signal "clicked" with the callback method
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button.addCallback
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(
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"clicked",
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F_METHOD_CALLBACK (this, &FApplication::cb_exitApp),
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nullptr
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);
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}
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private:
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FButton button{"&Quit", this};
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};
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int main (int argc, char* argv[])
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{
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FApplication app(argc, argv);
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dialogWidget dialog(&app);
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app.setMainWidget(&dialog);
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dialog.show();
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return app.exec();
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}
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```
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*(Note: You can close the window with the mouse,
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<kbd>Shift</kbd>+<kbd>F10</kbd> or <kbd>Ctrl</kbd>+<kbd>^</kbd>)*
|
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|
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After entering the source code in *callback-method.cpp* you can compile
|
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the above program with gcc:
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```cpp
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g++ -O2 -lfinal -std=c++11 callback-method.cpp -o callback-method
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```
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### Send custom signals ###
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You can use the `emitCallback()` method to generate a user-defined signal.
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You can connect this signal later with the method `addCallback()` to a
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self-defined routine.
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|
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**File:** *emit-signal.cpp*
|
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```cpp
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#include <final/final.h>
|
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|
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using namespace finalcut;
|
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|
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class dialogWidget : public FDialog
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{
|
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public:
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explicit dialogWidget (FWidget* parent = nullptr)
|
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: FDialog(parent)
|
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{
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setGeometry (FPoint(25, 5), FSize(22, 7));
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setText ("Emit signal");
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FSize size(5, 1);
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label.setGeometry (FPoint(8, 1), size);
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label.setAlignment (fc::alignRight);
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label.setForegroundColor (fc::Black);
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plus.setGeometry (FPoint(3, 3), size);
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minus.setGeometry (FPoint(13, 3), size);
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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();
|
||
label << t << "°C";
|
||
label.redraw();
|
||
}
|
||
|
||
int t = 20;
|
||
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
|
||
```
|
||
The FINAL CUT widgets emit the following default signals:
|