FLTK TUTORIAL PDF

Since FLTK is a graphical user interface toolkit, its main purpose is to create interfaces. In most cases, this involves creating windows with widgets buttons, sliders, dials, browsers, etc. FLTK provides a way to create an event driven program based on these interfaces. Although FLTK provides many classes for specific widgets, one of its beauties lies in the fact that you can inherit from these classes.

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Since FLTK is a graphical user interface toolkit, its main purpose is to create interfaces. In most cases, this involves creating windows with widgets buttons, sliders, dials, browsers, etc. FLTK provides a way to create an event driven program based on these interfaces. Although FLTK provides many classes for specific widgets, one of its beauties lies in the fact that you can inherit from these classes.

Through inheritance, you can override certain functionalities of each widget, and configure it to suit your own application, without the need to code everything from scratch. As you go through this tutorial, keep in mind that these are specific examples to help you see and learn FLTK. The most important piece of information you should come away from this tutorial with is how to build interfaces. It is not as important that you create the specific files that are mentioned in this tutorial.

The most basic interface consists of just a window by itself. Click on the Files Tab at the top of the dialog box. At this point you should see a cursor blinking in the editor window. If not, click on the FileView tab in the workspace window. Expand if necessary the source files folder.

Double-click on BasicWindow. This is where you need to type all the necessary code for the BasicWindow. Type the following lines of code into this file. Now that we have our file saved, we can compile our program. You should see two windows appear. It will have a blinking cursor in it as well.

The other window that will appear is your FLTK window that you have just created. The console window is where you will see all of your output from your program that you generate using cout or printf.

Now that you can bring up a basic FLTK window, it is imperative that you be able to handle certain events. Mouse events are extremely important to handle because it is the most common input device used to interface with GUIs. Type the following lines code into this file, or copy them off of the demo web page. Since we know that we want to treat mouse events differently, we are going to want to override the default code for the handle method.

This is what makes FLTK so powerful. We simply want to add additional code that specifies what to do when a mouse event occurs. EventWindow int width, int height ;. Copy the following lines of code into this file or copy them off of the demo web page www. We are not going to change anything about the window except for how it handles its events.

EventWindow::EventWindow int width, int height. Delete BasicWindow. Note, this does not delete the file from your directory, it only removes it from the project. Copy the following lines of code into this file or get them off of the demo web page www. EventWindow b , ;. Now, using the previously mentioned methodology, build and run this application.

Try clicking on the window with each mouse button. What happens as you drag the mouse? What occurs as you minimize and restore the window? Take a look at the code. See if you can follow what is occurring on the screen and how it is being accomplished in the code.

Another useful way to obtain information from the user is via the keyboard. FLTK provides a pretty simple way to handle keyboard events. The one thing that remains is the ability to add some basic components to your windows. A yellow square will also appear in. So, at this point we can go back to our code and add this line in the list of includes. Note: You can name the function anything you like.

I generally try to name the callback function something intuitive. Therefore, our code should resemble:. The damage 1 tells FLTK that the widget needs to be redrawn. To create the button, we just need to specify a location on the window, a width, a height, and a label. Try adding some other widgets besides buttons.

Some things to note:. In the EventWindow. Note what happens when you depress a key on the keyboard. Try altering some of the lines of code and see what happens. Remove all files from your current project space by selecting them with the mouse and pressing the Delete key.

First off, we need to choose a button type for this button we are going to create. By that I mean that they are either on or off. First thing we should always do before adding a new component is consult the documentation for the component at the FLTK documentation site.

First thing to look for is what include files need to be included. This information is usually listed second, right after the class hierarchy.

Once we have this included, we can procede to creating the button. By looking at the other button declarations, we can see how to declare a button. In order for this button to do something, we need to write a callback function. Callbacks are functions that are called when the value of a widget, a button in this case, changes. In the case of a button, the value of the button changes when it is pressed. Now, what does this callback function need to include. So, how do we encode this test.

We can use a simple if test on the widget we passed in. At this point, we only need to create the button itself and register the callback. Feel free to try altering other aspects of the widgets such as labelcolor, label, labelsize, etc.

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FLTK tutorial

Beginner Tutorial. However, I found the tutorial examples went from very easy Hello World to a little too diffucult editor. It is my hope that when you finish this tutorial you will be able to code your own FLTK applications with pleasure. O Enjoy! Prerequisite :.

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Our purpose in this tutorial is to simulate the collisions of circular objects moving at constant speed. In an elastic collision both the total momentum and kinetic energy of the system are conserved. Our purpose is to learn how to compute the future velocities of two objects after they have collided elastically with each other. The code is located here. Here we see how to make user-defined types of variables for a window and a point on the screen.

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