ref: 896b09f33624161319f13023ec1e5d2e68803e53
dir: /external/fltk/documentation/src/intro.dox/
/** \page intro Introduction to FLTK The Fast Light Tool Kit ("FLTK", pronounced "fulltick") is a cross-platform C++ GUI toolkit for UNIX®/Linux® (X11), Microsoft® Windows®, and Apple® OS X®. FLTK provides modern GUI functionality without the bloat and supports 3D graphics via OpenGL® and its built-in GLUT emulation. It was originally developed by Mr. Bill Spitzak and is currently maintained by a small group of developers across the world with a central repository in the US. \section intro_history History of FLTK It has always been Bill's belief that the GUI API of all modern systems is much too high level. Toolkits (even FLTK) are \e not what should be provided and documented as part of an operating system. The system only has to provide arbitrary shaped but featureless windows, a powerful set of graphics drawing calls, and a simple \e unalterable method of delivering events to the owners of the windows. NeXT (if you ignored NextStep) provided this, but they chose to hide it and tried to push their own baroque toolkit instead. Many of the ideas in FLTK were developed on a NeXT (but \e not using NextStep) in 1987 in a C toolkit Bill called "views". Here he came up with passing events downward in the tree and having the handle routine return a value indicating whether it used the event, and the table-driven menus. In general he was trying to prove that complex UI ideas could be entirely implemented in a user space toolkit, with no knowledge or support by the system. After going to film school for a few years, Bill worked at Sun Microsystems on the (doomed) NeWS project. Here he found an even better and cleaner windowing system, and he reimplemented "views" atop that. NeWS did have an unnecessarily complex method of delivering events which hurt it. But the designers did admit that perhaps the user could write just as good of a button as they could, and officially exposed the lower level interface. With the death of NeWS Bill realized that he would have to live with X. The biggest problem with X is the "window manager", which means that the toolkit can no longer control the window borders or drag the window around. At Digital Domain Bill discovered another toolkit, "Forms". Forms was similar to his work, but provided many more widgets, since it was used in many real applications, rather than as theoretical work. He decided to use Forms, except he integrated his table-driven menus into it. Several very large programs were created using this version of Forms. The need to switch to OpenGL and GLX, portability, and a desire to use C++ subclassing required a rewrite of Forms. This produced the first version of FLTK. The conversion to C++ required so many changes it made it impossible to recompile any Forms objects. Since it was incompatible anyway, Bill decided to incorporate his older ideas as much as possible by simplifying the lower level interface and the event passing mechanism. Bill received permission to release it for free on the Internet, with the GNU general public license. Response from Internet users indicated that the Linux market dwarfed the SGI and high-speed GL market, so he rewrote it to use X for all drawing, greatly speeding it up on these machines. That is the version you have now. Digital Domain has since withdrawn support for FLTK. While Bill is no longer able to actively develop it, he still contributes to FLTK in his free time and is a part of the FLTK development team. \section intro_features Features FLTK was designed to be statically linked. This was done by splitting it into many small objects and designing it so that functions that are not used do not have pointers to them in the parts that are used, and thus do not get linked in. This allows you to make an easy-to-install program or to modify FLTK to the exact requirements of your application without worrying about bloat. FLTK works fine as a shared library, though, and is now included with several Linux distributions. Here are some of the core features unique to FLTK: \li sizeof(Fl_Widget) == 64 to 92. \li The "core" (the "hello" program compiled & linked with a static FLTK library using gcc on a 486 and then stripped) is 114K. \li The FLUID program (which includes every widget) is 538k. \li Written directly atop core libraries (Xlib, WIN32 or Cocoa) for maximum speed, and carefully optimized for code size and performance. \li Precise low-level compatibility between the X11, WIN32 and MacOS versions - only about 10% of the code is different. \li Interactive user interface builder program. Output is human-readable and editable C++ source code. \li Support for overlay hardware, with emulation if none is available. \li Very small & fast portable 2-D drawing library to hide Xlib, WIN32, or QuickDraw. \li OpenGL/Mesa drawing area widget. \li Support for OpenGL overlay hardware on both X11 and WIN32, with emulation if none is available. \li Text widgets with cut & paste, undo, and support for Unicode text and international input methods. \li Compatibility header file for the GLUT library. \li Compatibility header file for the XForms library. \section intro_licensing Licensing FLTK comes with complete free source code. FLTK is available under the terms of the \ref license "GNU Library General Public License" with exceptions that allow for static linking. Contrary to popular belief, it can be used in commercial software - even Bill Gates could use it! \section intro_what What Does "FLTK" Mean? FLTK was originally designed to be compatible with the Forms Library written for SGI machines. In that library all the functions and structures started with "fl_". This naming was extended to all new methods and widgets in the C++ library, and this prefix was taken as the name of the library. It is almost impossible to search for "FL" on the Internet, due to the fact that it is also the abbreviation for Florida. After much debating and searching for a new name for the toolkit, which was already in use by several people, Bill came up with "FLTK", including a bogus excuse that it stands for "The Fast Light Toolkit". \section intro_unix Building and Installing FLTK Under UNIX and Apple OS X In most cases you can just type "make". This will run configure with the default of no options and then compile everything. For OS X, Xcode 3 project files can be found in the 'ide' directory. FLTK uses GNU autoconf to configure itself for your UNIX platform. The main things that the configure script will look for are the X11 and OpenGL (or Mesa) header and library files. If these cannot be found in the standard include/library locations you'll need to define the \p CFLAGS, \p CXXFLAGS, and \p LDFLAGS environment variables. For the Bourne and Korn shells you'd use: \code CFLAGS=-Iincludedir; export CFLAGS CXXFLAGS=-Iincludedir; export CXXFLAGS LDFLAGS=-Llibdir; export LDFLAGS \endcode For C shell and tcsh, use: \code setenv CFLAGS "-Iincludedir" setenv CXXFLAGS "-Iincludedir" setenv LDFLAGS "-Llibdir" \endcode By default configure will look for a C++ compiler named \p CC, \p c++, \p g++, or \p gcc in that order. To use another compiler you need to set the \p CXX environment variable: \code CXX=xlC; export CXX setenv CXX "xlC" \endcode The \p CC environment variable can also be used to override the default C compiler (\p cc or \p gcc), which is used for a few FLTK source files. You can run configure yourself to get the exact setup you need. Type "./configure <options>", where options are: \par --enable-cygwin Enable the Cygwin libraries under WIN32 \par --enable-debug Enable debugging code & symbols \par --disable-gl Disable OpenGL support \par --enable-shared Enable generation of shared libraries \par --enable-threads Enable multithreading support \par --enable-xdbe Enable the X double-buffer extension \par --enable-xft Enable the Xft library for anti-aliased fonts under X11 \par --enable-x11 When targeting cygwin, build with X11 GUI instead of windows GDI \par --enable-cp936 Under X11, enable use of the GB2312 locale \par --bindir=/path Set the location for executables [default = $prefix/bin] \par --datadir=/path Set the location for data files. [default = $prefix/share] \par --libdir=/path Set the location for libraries [default = $prefix/lib] \par --includedir=/path Set the location for include files. [default = $prefix/include] \par --mandir=/path Set the location for man pages. [default = $prefix/man] \par --prefix=/dir Set the directory prefix for files [default = /usr/local] When the configure script is done you can just run the "make" command. This will build the library, FLUID tool, and all of the test programs. To install the library, become root and type "make install". This will copy the "fluid" executable to "bindir", the header files to "includedir", and the library files to "libdir". \section intro_windows Building FLTK Under Microsoft Windows NOTE: This documentation section is currently under review. More up-to-date information for this release may be available in the file "README.MSWindows.txt" and you should read that file to determine if there are changes that may be applicable to your build environment. FLTK 1.3 is officially supported on Windows (2000,) 2003, XP, and later. Older Windows versions prior to Windows 2000 are not officially supported, but may still work. The main reason is that the OS version needs to support UTF-8. FLTK 1.3 is known to work on recent versions of Windows such as Windows 7, Windows 8/8.1 and Windows 10 and has been reported to work in both 32-bit and 64-bit versions of these. FLTK currently supports the following development environments on the Windows platform: CAUTION: Libraries built by any one of these build environments can not be mixed with object files from any of the other environments! (They use incompatible C++ conventions internally.) Free Microsoft Visual C++ 2008 Express and Visual C++ 2010 Express or later versions using the supplied workspace and project files. Older versions, and the commercial versions, can be used as well, if they can open the project files. Be sure to get your service packs! The project files can be found in the "ide/" directory. Please read "ide/README.IDE" for more info about this. \subsection intro_cygwin_mingw GNU toolsets (Cygwin or MinGW) hosted on Windows If using Cygwin with the Cygwin shell, or MinGW with the Msys shell, these build environments behave very much like a Unix or OS X build and the notes above in the section on <i>Building and Installing FLTK Under UNIX and Apple OS X</i> apply, in particular the descriptions of using the "configure" script and its related options. In general for a build using these tools, e.g. for the Msys shell with MinGW, it should suffice to "cd" into the directory where you have extracted the fltk tarball and type: \code ./configure make \endcode This will build the fltk libraries and they can then be utilised directly from the build location. NOTE: this may be simpler than "installing" them in many cases as different tool chains on Windows have different ideas about where the files should be "installed" to. For example, if you "install" the libraries using Msys/MinGW with the following command: \code make install \endcode Then Msys will "install" the libraries to where it thinks the path "/usr/local/" leads to. If you only ever build code from within the Msys environment this works well, but the actual "Windows path" these files are located in will be something like "C:\msys\1.0\local\lib", depending on where your Msys installation is rooted, which may not be useful to other tools. If you want to install your built fltk libraries in a non-standard location you may do: \code sh configure --prefix=C:/FLTK make \endcode Where the value passed to "prefix" is the path at which you would like fltk to be installed. A subsequent invocation of "make install" will then place the fltk libraries and header files into that path. The other options to "configure" may also be used to tailor the build to suit your environment. \subsection intro_visualcpp Using the Visual C++ DLL Library The "fltkdll.dsp" project file builds a DLL-version of the FLTK library. Because of name mangling differences between PC compilers (even between different versions of Visual C++!) you can only use the DLL that is generated with the same version compiler that you built it with. When compiling an application or DLL that uses the FLTK DLL, you will need to define the \p FL_DLL preprocessor symbol to get the correct linkage commands embedded within the FLTK header files. \section intro_internet Internet Resources FLTK is available on the 'net in a bunch of locations: \par WWW http://www.fltk.org/ <br> http://www.fltk.org/str.php [for reporting bugs] <br> https://www.fltk.org/software.php [source code]<br> http://www.fltk.org/newsgroups.php [newsgroup/forums] \par NNTP Newsgroups https://groups.google.com/forum/#!forum/fltkgeneral [Google Groups interface] news://fltk.org:1024/ [NNTP interface]<br> http://fltk.org/newsgroups.php [web interface]<br> \section intro_reporting Reporting Bugs To report a bug in FLTK, or for feature requests, please use the form at <A href="http://www.fltk.org/str.php">http://www.fltk.org/str.php</A>, and click on "Submit Bug or Feature Request". You'll be prompted for the FLTK version, operating system & version, and compiler that you are using. We will be unable to provide any kind of help without that basic information. For general support and questions, please use the fltk.general newsgroup (see above, "NNTP Newsgroups") or the web interface to the newsgroups at <A href="http://fltk.org/newsgroups.php">http://fltk.org/newsgroups.php</A>. \htmlonly <hr> <table summary="navigation bar" width="100%" border="0"> <tr> <td width="45%" align="LEFT"> <a class="el" href="preface.html"> [Prev] Preface </a> </td> <td width="10%" align="CENTER"> <a class="el" href="index.html">[Index]</a> </td> <td width="45%" align="RIGHT"> <a class="el" href="basics.html"> FLTK Basics [Next] </a> </td> </tr> </table> \endhtmlonly */