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The Form Designer

   

Introduction

This part of the documentation describes the Form Designer, a GUI builder meant to help you interactively design dialogue forms for use with the Forms Library. This part assumes the reader is familiar with the Forms Library and has read Part I of this document.

Even though designing forms is quite easy and requires only a relatively small number of lines of C-code, it can be time consuming to figure out all required positions and sizes of the objects. The Form Designer was written to facilitate the construction of forms. With Form Designer, there is no longer any need to calculate or guess where the objects should be. The highly interactive and WYSIWYG (what you see is what you get) nature of the Form Designer relieves the application programmer from the time consuming process of user interface construction so that he/she can concentrate more on what the application program intends to accomplish.

Form Designer provides the abilities to interactively place, move and scale objects on a form, also the abilities to set all attributes of an object. Once satisfactory forms are constructed, the Form Designer generates a piece of C-code that can then be included in the application program. This piece of code will contain one procedure create_form_xxx() for each form, where xxx indicates the form name. The application only needs to call it to generate the form designed. The code produced is easily readable.

The Form Designer also lets the user identify each object with C variables for later reference in the application program and allows advanced object callback bindings all within the Form Designer. All actions are performed with the mouse or the function keys. It uses a large number of forms itself to let the user make choices, set attributes, etc. Most of these forms were designed using the Form Designer itself.

It is important to note that the Form Designer only helps you in designing the layout of your forms. It does not allow you to specify the actions that have to be taken when, e.g., a button is pushed. You can indicate the callback routine to call but the application program has to supply this callback routine. Also, the current version is mostly a layout tool and not a programming environment, not yet anyway. This means that the Form Designer does not allow you to initialize all your objects. You can, however, initialize some objects, e.g., you can set the bounds of a slider inside the Form Designer. Eventually full support of object initialization will be implemented.

Getting started

To start up the Form Designer simply type fdesign without any argument. (If nothing happens, check whether the package has been installed correctly.) A black window (the main window) will appear on the screen. This is the window in which you can create your forms. Next the control panel appears on the screen. No form is shown yet.

  

[figure]

Figure 8.1: Form Designer control panel

The control panel consists of five parts (see Fig. 8.1). The first part is the menu bar consisting of several groups of menus from which you can make selections or give commands to the program. At the left there is a list of forms you are working on. The list is empty, indicating that there are no forms yet. You can work on up to 50 forms at the same moment. You can use this list to switch from form to form. To the bottom of that there is a list of all groups in the form you are working on. It will be empty because there are no groups. Ignore this at the moment as we will come back to groups and their use later. Next to this you find a list of all different types of objects that can be placed on the forms. You can use the mouse to select the type of object you want to add to the form. At the right you find a number of buttons to give commands to the program. Each of these buttons is bound to a function key. You can either press the buttons with the mouse or press the function keys on the keyboard. This will have the same effect. The functions of these keys will be described below.

To create a new form click with the mouse on the button labeled New Form on the top-left corner of the control panel just below the menu bar. A little notifier will appear prompting you for the name of the form. This is the name under which the application program will know the form. You will have to provide a name (which must be a legal C or C++ variable name). Type in the name and press <RETURN>. Now the background of the form appears in the main window. Note the form name is added in the list of forms in the control panel.

To add an object to the form, choose the type of object in the control panel by clicking in the list of object classes. Next move the mouse into the form you are creating and drag the mouse while pressing the left mouse button. Keep the mouse button pressed and create a box that has the desired size. Release the button and the object will appear. Note that a red outline appears around the new object. This means that the object is selected. In this way you can put all kinds of objects on the form.

It is possible to move objects around or change their size. To this end, first select the object by pressing the mouse in it. A red outline will appear around the object. Now, dragging a mouse button will move the object. By grabbing the object at one of the four red corners you can scale it. In this way you can change the layout of the objects on the form. It is also possible to select multiple objects and move or scale them simultaneously. See below for details.

To change the attributes, e.g., the label, of an object, click the mouse inside the object to select it. Next, press the function key <F1> (either on the keyboard or in the control form) or click on the Attrib in the control panel. This can also be achieved by double-clicking the right mouse button. A form will appear in which you can indicate all the different attributes. Their meanings should be clear (if you have read the documentation on the Forms Library). Change the attributes by pressing a mouse button on them. A menu will appear in which you can make the required choice. Change the attributes you want to change and press the button labeled Accept. Press Restore to restore the original attributes. See below for more information about changing attributes.

In this way you can create the forms you want to have. Note that you can work on different forms at the same moment. Just add another form in the way described above and use the list of forms to switch between them. After you have created all your forms choose Save from the File menu to save them to disk. It will ask you for a file name using the file selector. In this file selector you can walk through the directory tree to locate the place where you want to save the file. Next, you can type in the name of the file (or point to it when you want to overwrite an existing file). The name should end with .fd. So for example, choose ttt.fd. The program now creates three files: ttt.c, ttt.h and ttt.fd. ttt.c contains a readable piece of C code that creates the forms you designed. The file ttt.h contains the corresponding header file for inclusion in your application program. The file ttt.fd contains a description of the forms in such a way that the Form Designer can read it back in later. The application program now simply has to call the routine create_form_xxx() to create the different forms you designed.

These are the basic ideas behind the Form Designer. Below we describe the program in detail.

Command line arguments

To start the Form Designer simply type

   fdesign [-xformoptions] [-fdesignoptions] [files[.fd]]

An initial window will be created and mapped. Depending on the window manager, you may have the option to interactively select where to place the window if -geometry option is missing. Next the program places the control panel on the screen. You can move this panel, if required, to the place you want (you can also change the default placement of the control panel via resources).

fdesign accepts all of the XForms command line options as well as the following  

-geometry geom
This option specifies the initial placement and size of the working area.

-convert fd-file-list
Normally fdesign does its work interactively. This option causes the fdesign simply read a list of fdesign output file (the .fd files) and emit the corresponding C-routines and header files.

-version
Prints current version and quits.
-help
Prints a brief help message on command line options.

-altformat
Generates an alternative output format.

-border
Forces decorations on several windows so that you can move them easily.

-unit point|pixel|mm|cp|cmm
Outputs object sizes in units other than pixels. cp and cmm stand for centi-point (1/100 of a point) and centi-mm (1/100 of a milli-meter).    For typical displays, pixel and mm are too coarse and subject to round-off errors.

-nocode
Suppresses the output of UI code. This can be handy if the UI code is not generated interactively, but rather generated by the make process using fdesign -convert.

-I header
Changes the output include file from forms.h to header. Useful on systems where forms.h is renamed to something else or you need application specific constants/defines for the UI to function. In the later case, header may simply contain

#include "forms.h"
#define mystuff 1

-main
Emits a main program with callback stubs. Can be useful for simple programs. 

-callback
Emits callback function template in a separate file.

-lax
Suppresses syntax checking on variable and callback function names.

-bw borderwidth
Changes default border width of the forms created.

Note that -help, -version and -convert do not require a connection to an X server.

If an output unit other than the default (pixel) is selected, all object sizes in the output file will be in the unit requested. This kind of UI has a fixed and device resolution independent size (in theory at least) and can be useful for drawing applications.

fdesign recognizes the following resources  

	workingArea.geometry	Geometry		string
	testForm.border		XForm.Border		bool
	control.border		XForm.Border		bool
	control.geometry	Control.Geometry	string (position only)
	attributes.geometry	Attributes.Geometry	string (position only)
	attributes.background	Attributes.Background	string (e.g., gray80)
	align.geometry		Align.Geometry		string (position only)
	help.geometry		Help.Geometry		string (position only)
	convert			Convert			bool
	unit			Unit			string
	altformat		AltFormat		bool
	xformHeader		XFormHeader		string
	helpFontSize		HelpFontSize		int
	main			Main			bool
Note that resource specification of convert requires an X connection.

In addition, all XForms's resources specification can be used to influence the appearance of various panels. The most useful ones are the font sizes

	*XForm.FontSize		all label font sizes
	XForm.PupFontSize	all pup font sizes

Creating, changing and deleting forms

To create a new form press the button labeled New Form, indicate the enclosing box of the form and type in a (unique) name for the form. The form is shown in the main window and objects can be added to it.

There are two ways to change the size of a form at a later stage. The easiest way is to simply change the size of the main window and the form will resize itself to fit the new size. Or you can select the bottom box of the form, using the right mouse button. Next grab the box using the middle mouse at the lower-right corner and scale it. Note that objects lying outside the form will be invisible when the form is shown by the application program.

To change the name of the current visible form, press the button labeled Rename Form under the list of forms. You will be prompted for the new form name.

To delete a form, press the button labeled Delete Form. The current form will be removed.

Adding objects

  To add an object, choose the class of the object from the object list in the middle of the control panel. Next drag the left mouse button on the form and an outline showing the current size of the object will appear. When the size is correct release the mouse button.

Note that the position and size of the object is rounded to multiples of 10 pixels. This can be changed. See below on alignments.

Selecting objects

  To perform operations on objects that are already visible in the form, we first have to select them. Any mouse button can be used for selecting objects. Simply click it inside the object you want to select. A red outline will appear, indicating that the object is selected. In some cases when the currently selected object is large and encloses some smaller objects in it, left mouse might not be able to select the enclosed small objects. In this, use the the right mouse. Another way of selecting objects is to use the <TAB> key or the <F11> or the button labeled F11, which walks down the object list and selects an object upon each press. 

It is also possible to select multiple objects. To this end, draw a box by dragging the mouse around all the objects you want to select. All objects that lie fully inside the box will be selected. Each selected object will get a red outline and a red bounding box is drawn around all of them.

To add objects to an already existing selection, hold down the <SHIFT> key and press the right mouse button inside the objects. You can remove objects from the selection by doing the same on an already selected object.

It is possible to select all objects (except for the backface) at once using the function key <F4>. 

One note on the backface of the form. Although this is a normal object, it can not be treated in the same way as the other objects. It can be selected, but never in combination with other objects. Only two operations are allowed on it: changing its attributes and scaling it (which scales the size of the form).

Moving and scaling

  Moving and scaling of objects is done using the middle mouse button. To move an object or a collection of objects to a new place, first select it (them) using the right mouse button as described above. Next press the middle mouse button inside the bounding box (not near one of the corners) and move the box to its new position.

  To scale the object or objects, pick up the bounding box near one of its corners (inside the red squares) and scale it.

When holding the <SHIFT> key while moving an object or group of objects, first a copy of the object(s) is made and the copy is moved. This allows for a very fast way of duplicating (cloning) objects on the form: First put one on the form, change the attributes as required and next copy it.

For precise object movement, the cursor keys can be used. Each pressing of the four directional cursors moves the object 10 pixels. To change the step size, precedes the cursor keys with 0-9 with 0 indicating 10 pixels. If <SHIFT> is down, instead of moving the object, the object size is increased or decreased by the step size. 

 

Aligning objects

Sometimes you have a number of objects and you want to align them in some way, e.g. centered or all starting at the same left position, etc. To this end press the button labeled Align. A special form will appear in the top right corner. You can leave this form visible as long as you want. You can hide it using the button Dismiss on the form or by clicking button Align again.  

Now select the objects you want to align. Next, press one of the alignment buttons in the form. The buttons mean top row: flush left, horizontal center, flush right, horizontal equal distance (see below), bottom row: align bottoms, vertical center, align tops, vertical equal distance. Note that alignments are relative to the selection box, not to the form. Equal distance alignment means that between all the objects an equal sized gap is placed. The objects are kept in the same left to right or bottom to top order.

 

[figure]

Figure 10.1: Object alignment control

In the alignment form you can also indicate the snapping size using the counter at the bottom. Choose 0 if you don't want to snap positions. Default snapping is 10 pixels. Snapping helps in making objects the same size and in making them nicely aligned.

The Undo undoes the last alignment change. It is an undo with a depth of 1, i.e., you can only undo the last change and an undo after an undo will undo itself. Note however, Any modification to the selected objects invalidates the undo buffer.

Raising and lowering

  The objects in a form are drawn in the order in which they are added. Sometimes this is undesirable. For example, you might decide at a later stage to put a box around some buttons. Because you add this box later, it will be drawn over the buttons thus making the buttons invisible. This is definitely not what you want. The Form Designer makes it possible to raise objects (bring them to the top) or lower them (put them at the bottom). So you can lower the box to move it under the buttons. Raising or lowering objects is very simple. First select the objects using the right mouse button and next press the function key <F2> to lower the selection or <F3> to raise it.

 

Setting attributes

To set attributes like type, color, label, etc., of an object first select it (using the right mouse button) and next press the function key <F1> (or click on the button labeled F1). If only one object is selected you can change all its attributes, including its label, name, etc. It is also possible to change the attributes of multiple objects as long as they all are of the same class. In this case you cannot change the label, name, etc. because you probably want them to remain different for the objects.

A form will appear in which you can indicate the different settings. Before we continue, the organization of the Attribute form and classification of attributes need a little explanation. Attributes of an object are divided into two categories. The Generic attributes are shared by all objects. These include type, color, label, callback functions etc. The Specific attributes are those

that are specific to a particular object class, such as slider bounds, precision etc. When the Attribute form is first shown, only the Generic attributes are shown. Press on button Spec to activate the specific attributes part (and press on button Generic to switch back to the generic attributes part).

Generic Attributes

Colors

Here you can indicate type, boxtype, and colors of the object, and style, size, alignment and color of the label. The type, boxtype, style, size and alignment are set using a choice object. To change it either use the left or middle mouse button to cycle through the possibilities, or use the right mouse button to get a menu with all choices. To change one of the colors, push the mouse on it. A box will appear showing the available colors in the internal color map. You can indicate the color you want with the mouse or use cancel to keep the color unchanged. (The color of the cancel button is the current color you are changing.) You can use the arrows to run through the color map to find other colors.

Once you are satisfied with the settings, press the button labeled Ready and the form will disappear. If you don't want to change the attributes after all press the button labeled Cancel.

Object names and call-back routines

Three more fields can be filled in in the attributes form: name, callback and argument. Name indicates the name of the object. If you type in a name here the object will be known to the application program under this name so that the program can refer to it. Take care that all object names used are different. They should be legal C variable names. It is possible to use arrays of objects. E.g. if you define some objects as obj[0], obj[1] and obj[2] the piece of C-code produced by the Form Designer will contain a declaration of an array tt of size 3. (Only one-dimensional arrays are treated correctly.)

Callback indicates the callback routine. If you type in something here, this routine will be bound to the object. In this case you also have to provide an argument that must be an integer (or cast to integer, as in (long)&variable). Of course, the application program will have to provide the callback routine. 

Note that when copying objects these fields are also copied. This might lead to multiple objects with the same name. This will lead to undesired effects. So watch out for these after copying an object.

Object Specific Attributes

Currently not all objects can be initialized from with the Form Designer.

Depending on the objects, different attributes are shown that are considered to be intrinsic to the objects, such as slider bounds, precision etc. All the attributes should be self-explanatory. Once satisfactory results are achieved, press button Accept to accept the settings. Two additional buttons Cancel and Restore are available to cancel the changes (and quit the attributes setting form) and restore the defaults, respectively.

 

Cut, Copy and Paste

You can remove objects from the form by first selecting them and next pressing function key <F12> or double-clicking the left mouse button. The objects will disappear but are in fact saved in a buffer. You can put them back in the form, or in another form, by pasting them using <F10>. Note that only the last collection of deleted objects is saved in the buffer.

It is also possible to put a copy of the selection in the buffer using <F9>. This selection can now be put into the same form or into a different form. This allows for a simple mechanism of making multiple copies of a set of objects and for moving information from one form to another.

Groups

 

As described in the tutorial about the Forms Library, sets of radio buttons must be placed inside groups. Groups are also useful for other purposes. E.g. you can hide a group inside an application program with one command. Hence, the Form Designer has some mechanism to deal with groups.

In the control panel there is a list of groups in the current form. As long as you don't have groups, this list will be empty. To create a group, select the objects that should come in the group and press the function key <F7>. You will be prompted for the name of the group. This should be a legal C variable name (under which the group will be known to the application program) or should be empty. This name will be added to the list. In this way you can create many groups. Note that each object can be in only one group. So if you select it again and put it in a new group, it will be removed from its old group. Groups that become empty this way automatically disappear from the list. (When putting objects in a group they will be raised. This is unavoidable due to the structure of groups.)

In the list of groups it is always indicated which groups are part of the current selection. (Only the groups that are fully contained in the selection are indicated, not those that are only partially contained in it.) It is also possible to add or delete groups in the current selection by pushing the mouse on their name in the list.

Note that there is no mechanism to add an object to a group directly. This can, however, be achieved using the following procedure. Select the group and the new object and press <F7> to group them. The old group will be discarded and a new group will be created. You only have to type in the group name again.

Sometimes you want to un-group the objects in an existing group, i.e., get them out of the group they are currently in. To this end simply select the group and press <F8>. (This only works if one group is selected.)

You can use the item Rename group under the Group menu to change the name of a selected group. If multiple groups are selected only the name of the first group is changed.

Hiding and showing

Sometimes it is useful to temporarily hide some objects in your form. In particular when you have sets of overlapping objects. To this end, select the objects you want to hide and press <F6>. The objects (though still selected) are now invisible. To show them again press <F5>. A problem might occur here. When you press <F5> only the selected objects will be shown again. But once an object is invisible it can no longer be selected. Fortunately, you can always use <F4> to select all objects, including the invisible ones, and press <F5> after that. It is better, though, to first group the objects before hiding them. Now you can select them by pressing the mouse on the group name in the group browser.

Testing forms

 

To test the current form, press the button labeled Test. The form will be displayed in the center of the screen. A panel will appear at the top right corner of the screen. This panel will show you the objects that will be returned and the callback routines called when working with the form. In this way you can verify whether the form behaves correctly and whether all objects have either callback routines or names (or both) associated with them. You can play with the form as long as you want. When ready, press the button Stop Testing.

Note that any changes you make to the form while testing do not show up when saving the form. E.g. filling in an input field or setting a slider does not mean that in the saved code the input field will be filled in or the slider set.

Saving and loading forms

To save the set of forms created select the item Save or Save As from the File menu. You will be prompted for a file name using the file selector if the latter is selected. Choose a name that ends with .fd. e.g. ttt.fd.

The program will now generate three files ttt.c, ttt.h and ttt.fd. If these files already exist, backup copies of these are made (by appending .bak to the file names). ttt.c contains a piece of C-code that builds up the forms and ttt.h contains all the object and form names as indicated by the user. It also contains declaration of the defined callback routines.

Depending on the options selected from the Options menu, two more files may be emitted. Namely the main program and callback function templates. They are named ttt_cb.c and ttt_main.c respectively.  

There are two different kind of formats for the C-code generated. The default format allows more than one instances of the form created and uses no global variables. The other format, activated by altformat on the command line, or from the Options menu by selecting Alt Format, uses global variables and does not allow more than one instantiation of the designed forms. However, this format has a global routine that creates all the forms defined, which by default is named create_the_forms() but it can be changed (see below).

Depending on which format is output, the application program typically only needs to include the header file and call the form creation routine.

To illustrate the differences between the two output formats and the typical way an application program is setup, we look at the following hypothetical situation: We have two forms, foo and bar, each of which contains several objects, say fnobj1, fnobj2 etc.  where n=1,2. The default output format will generate the following header file (foobar.h):

   #ifndef FD_foobar_h_
   #define FD_foobar_h_

   /* call back routines if any */
   extern void callback(FL_OBJECT *,long);

   typedef struct
   {
        FL_FORM *foo;
        void *vdata;
        long ldata;
        FL_OBJECT *f1obj1;
        FL_OBJECT *f1obj2;
   } FD_foo;

   typedef struct
   {
        FL_FORM *bar;
        void *vdata;
        long ldata;
        FL_OBJECT *f2obj1;
        FL_OBJECT *f2obj2;
   } FD_bar;

   extern FD_foo *create_form_foo(void);
   extern FD_bar *create_form_bar(void);

   #endif /* FD_foobar_h */

and the corresponding C file:

   #include "forms.h"
   #include "foobar.h"

   FD_foo *create_form_foo(void)
   {
       FD_foo *fdui = (FD_foo *) fl_calloc(1, sizeof(FD_foo));

       fdui->foo = fl_bgn_form(....);
       fdui->f1obj1 = fl_add_xxxx(....);
       .....
       fl_end_form();

       fdui->foo->fdui = fdui;
       return fdui;
   }

   FD_bar *create_form_foo(void)
   {
       FD_bar *fdui = (FD_bar *) fl_calloc(1, sizeof(FD_bar));

       fdui->bar = fl_bgn_form(....);
       fdui->f2obj1 = fl_add_xxxx(....);
       .....
       fl_end_form();

       fdui->bar->fdui = fdui; 
       return fdui;
   }

The application program would look something like the following:

   #include "forms.h"
   #include "foobar.h"

   /* add call back routines here */

   main(int argc, char *argv[])
   {
       FD_foo *fd_foo;
       FD_bar *fd_bar;

       fl_initialize(...);
       fd_foo = create_form_foo();
       init_fd_foo(fd_foo);        /* application UI init routine */

       fd_bar = create_form_bar();
       init_fd_bar(fd_bar)         /* application UI init routine */

       fl_show_form(fd_foo->foo, ...);
       /* rest of the program */
   }

As you see, fdesign generates a structure that groups together all objects on a particular form and the form itself into a structure for easy maintenance and access. The other benefit of doing this is that the application program can create more than one instances of the form if needed.

It is difficult to avoid globals in an event-driven callback scheme with the most difficulties occuring inside the callback function where another object on the same form may need to be accessed. Current setup makes it possible and relatively painless to achieve this.

There are a couple of ways to do this. The easiest and most robust way is to use the member form->fdui,   which fdesign is set to pointing to the FD_ structure in which the form is member. To illustrate how this

is done, let's take the above two forms and try to access a different object from within a callback function.

   fdfoo = create_form_foo();
   ...

and in the callback function of ob on form foo, you can access other objects as follows:

   void callback(FL_OBJECT *ob, long data)
   {
      FD_foo *fdfoo = ob->form->fdui;
      fl_set_object_xxx(fdfoo->f1obj2, ....);
   }

Of course this setup still leaves the problems accessing objects on other forms unsolved.

The other method, not as easy as using form->fdui (because you get no help from fdesign), but potentially more flexible, is simply use the vdata in FD_ structure to hold the ID of the object that needs to be accessed. In case of a need to access multiple objects, there is a field u_vdata in both FL_FORM and FL_OBJECT structures you can use. You simply use the field to hold the FD_ structure:

   fdfoo = create_form_foo();
   fdfoo->foo->u_vdata = fdfoo;
   ...

and in the callback function, you can access other objects as follows:

   void callback(FL_OBJECT *ob, long data)
   {
      FD_foo *fdfoo = ob->form->u_vdata;
      fl_set_object_xxx(fdfoo->f1obj2, ....);
   }

Not pretty, but adequate for practical purposes. Note that the FD structure always has the form as the first entry and followed by vdata and ldata.

Another alternative is to use the FD_ structure created as the user data in the callback

 

   fl_set_object_callback(obj, callback, (long)fdui);

and use the callback as follows [footnote]

   void callback(FL_OBJECT *ob, long arg)
   {
       FD_foo *fdfoo = (FD_foo *) arg;

       fl_set_object_lcol(fdfoo->f1obj1, FL_RED);
       ...
    }

Avoiding globals is, in general, a good idea, but as everything else, an excess of a good thing can be bad. Sometimes, simply making the FD_ structure global makes a program clearer and more maintainable.

There still is another difficulty that might arise with the current setup. For example, in f1obj1's callback we change the state of some other objects , say, f1obj2 via fl_set_button/input. Now the state of f1obj2 is changed and it needs to be handled. You probably don't want to put too much f1obj2's handling code in f1obj1's callback. In this situation, the following function comes in handy

   

   void fl_call_object_callback(FL_OBJECT *obj)

fl_call_object_callback(fdfoo->f1obj2) will invoke the f1obj2's callback in exactly the same way the main loop would and as far as f1obj2 is concerned, it just handles the state change as if the user changed it.

The alternative format outputs something like the following:

   /* callback routines */
   extern void callback(FL_OBJECT *, long);

   extern FL_FORM *foo, *bar;
   extern FL_OBJECT *f1obj1, f1obj2 ...;
   extern FL_OBJECT *f2obj1, f2obj2 ...;

   extern void create_form_foo(void), create_form_bar(void);
   extern void create_the_forms(void);

The C-routines:

   FL_FORM *foo, *bar;
   FL_OBJECT *f1obj1, *f1obj2 ...;
   FL_OBJECT *f2obj1, *f2obj2 ...;

   void create_form_foo(void)
   {
      if(foo)
        return;
      foo = fl_bgn_form(....);
      ...
   }

   void create_form_bar(void)
   {
      if(bar)
        return;
      bar = fl_bgn_form(....);
      ...
   }

   void create_the_forms(void)
   {
       create_form_foo();
       create_form_bar();
   }

Normally the application program would look something like this:

   #include "forms.h"
   #include "foobar.h"

   /* The call back routines */

   main(int argc, char *argv[])
   {
     fl_initialize(....);
     create_the_forms();
     /* rest of the program */
   }

Note that although the C-routine file in both cases is easily readable, editing it is strongly discouraged. If you were to do so, you will have to redo the changes whenever you call fdesign again to modify the layout.

The third file created, ttt.fd, is in a format that can be read in by the Form Designer. It is easy readable ASCII but you had better not change it because not much error checking is done when reading it in. To load such a file select the Open from the File menu. You will be prompted for a file name using the file selector. Press your mouse on the file you want to load and press the button labeled Ready. The current set of forms will be discarded, and replaced by the new set. You can also merge the forms in a file with the current set. To this end select Merge from the File menu.

Language Filters

  This chapter discusses the language filter support in Form Designer, targeted   primarily to the developers of other language bindings to Forms Library. As of this writing, the authors are aware of ada95 binding by G. Vincent Castellano (gvc@ocsystems.com), perl binding by Martin Bartlett (martin@nitram.demon.co.uk), Fortran binding by G. Groten (zdv017@zam212.zam.kfa-juelich.de) and Anke Haeming (A.Haeming@kfa-juelich.de), and python binding by Roberto Alsina (ralsina@ultra7.unl.edu.ar).                 with varying degree of beta-ness and support. It appears to the authors that the most convenient and flexible way of getting output in the targeted language is through external filters that are invoked internally and transparently by the fdesign. This way, developers of the binding would have complete control over the translation of the default output from the fdesign to the target language and at the same have the translation done transparently.

External filters

An external filter is a stand-alone program that works on the output of Form Designer, and translates the output to the target language. The filter can elect to work on the .fd or the c output or both simultaneously. However, in non-testing situations, the c output from Form Designer probably should be deleted once the translation is complete.  

By default, Form Designer only outputs the .fd and c files. If the presence of -ada, -perl, -python or -fortran command line options to Form Designer is detected, then after emitting the default output, Form Designer invokes the the external filter with the root filename (without the .fd extension) as an argument, together with possible other flags, to the filter. Any runtime error messages are presented to the user in a browser. The filter name by default is fd2xxxx where xxxx is the language name (such as fd2python etc.), which can be changed using the -filter command line option (or equivalent resources).

The resources that are relevant to the filter are listed below

ResourceTypeDefault
languagestringC
filterstringNone

Form Designer passes along the options that affect the output format to the filter. These options may or may not apply to the filter, probably not if the filter works on the C file. For those that do not apply, the filter can simply ignore them, but shouldn't reject any.

-callback
callback stubs are generated.
-main
main stub is generated.
-altformat
output in alternate format
-compensate
emit size compensation code

 


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© 1996 1997 Danny Uy,DropDead, Inc.