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\documentclass[a4paper,11pt]{report}

% Define the title
\author{Graeme Geldenhuys}
\title{fpGUI - A technical reference}

\setlength{\parindent}{0pt}
\setlength{\parskip}{1ex plus 0.5ex minus 0.2ex}

\begin{document}

% generates the title
\maketitle
\newpage

% insert the table of contents
\tableofcontents
\newpage

% *******************************************************************
\chapter{Introduction}
After developing many cross platform applications with Kylix and Delphi
I started getting very frustrated with the differences between the look and
behavior of the applications under Linux and Windows.  The code was also
riddled with IFDEF statements.

Then I stumbled across the Free Pascal and Lazarus projects. I thought this 
is it, the answer to all my cross platform development problems. Unfortunately
after working with Lazarus for a few months I started finding more and more
issues with the widget sets, though the IDE was great.

The Lazarus LCL is a wrapper for each platforms native widget set. This 
brought with it the same issues I experienced with Kylix and Delphi. This got
me thinking about how I could resolve this issue.

Then it hit me - implement the widget set myself using Free Pascal! Painting
the widgets myself to get a consistent look and implementing a consistent
behaviour. Instead of reinventing the wheel, I thought I would do some searching
to see if there is another project I can contribute to or help by giving me
a head start.

The first version of my widget set was based around a heavily modified version
of the Light Pascal Toolkit\footnote{http://sourceforge.net/projects/lptk}. 
I then discovered the discontinued fpGUI and fpGFX projects. I tried 
to contact the original author to no avail. The fpGUI code hasn't been 
touched in four years (since early 2002). After studying the code for a 
few weeks, I came to the conclusion that fpGUI is much closer to what I strived 
to accomplish with my modified LPTK. A lot was still missing from fpGUI though.

After thinking long and hard, I decided to start my widget set again, but 
this time based on the work done in fpGUI and fpGFX. I also added to the 
mix some good ideas I saw in Qt 4.1. So far I have completed quite a few things 
missing in fpGUI, but I still need to do a lot to get to the point where I 
can test drive it in a commercial application. I set myself a list of 
things outstanding which should get it to a usable level. I also added a 
lot of documentation as I went as there was no documentation included with 
the original fpGUI and fpGFX projects. Documentation is important 
to attract other developers in using the widget set.



% *******************************************************************
\chapter{GUI and Events}
This chapter is currently a copy and paste of an email I wrote explaining
how the events work. The difference between the GFX events and the GUI events. 
Soon I will rewrite this chapter and add a lot more detail. Here follows the email
text for now.

The GFX part gets events from the windowing system, be that X11 or 
GDI. That means that TFCustomWindow gets all the events from the 
windowing system.

Now the GUI part. Every widget is \emph{not} a TFCustomWindow, so every 
widget doesn't have a Handle.  The GUI is implemented with only one 
handle per Form (TFForm).  All widgets are just painted onto the canvas 
of the TFForm.

If you look at the TFCustomForm you will see it has a instance of 
TFCustomWindow stored in FWnd. That instance gets all the events from 
the windowing system. So to let the widgets also get events we have to 
implement our own event system. The TFCustomForm will then send those 
custom events (TEventObj descendants) by translating the windowing 
events into our custom GUI events.

For example:\\
Lets say we have a Form with a Button on it. Now we want to handle a 
OnMouseMove event on the Button.  The flow of events will go as follows:

\begin{itemize}
	\item TFCustomForm.Wnd  will receive the OnMouseMove from the windowing 
system and process it in the WndMouseMoved() method.

	\item WndMouseMoved() will translate that windowing system event into 
whatever GUI events are needed and start sending them.

	\item Any TWidget descendant handles events in the ProcessEvent() method. 
TWidget being the big one.

	\item Because TFCustomForm is a TFContainerWidget descendant, it means it 
can contain other widgets. So it starts distributing the GUI events to 
the children. Distribution is done by the DistributeEvent() method.

	\item If TFCustomButton needed to do any special processing with the GUI 
event, it would handle it in its ProcessEvent() method. 
TWidget.ProcessEvent normally does most of the generic work.

	\item As an example of a widget that does custom processing, have a 
look at the TFMenuItem.ProcessEvent(). In this case it handles the 
TMouseEnterEventObj and TMouseLeaveEventObj events so it can changes 
it's look when the mouse enters a menu item or leaves a menu item.
\end{itemize}

So as a summary:\\
TFCustomForm contains a instance of a GFX window. Translates all the 
GFX events (underlying windowing events) to GUI events (TEventObj 
descendants) and distributes them to the children of the Form.


% *******************************************************************
\chapter{Layout Algorithm}

\section{Initialisation of a window (form)}
If a window presents itself for the first time, and no standard size was
 given, then it must compute these.
 This is a recursive process, with which the event TCalcSizesEventObj is
 set for all children of the window from top to bottom in the Widget tree
 (beginning with the window).
 TWidget reacts to the receipt of this event as follows (in TWidget.EvCalcSizes):

\begin{itemize}
	\item The event is passed on with TWidget.DistributeEvent to all children.
	
	\item The virtual protected method TWidget.DoCalcSizes is called.
 Again derived Widgets overwrites this method, in order to compute its sizes
 of (minimum, maximum, optimum).
 
 	\item The results of DoCalcSizes are if necessary corrected, e.g.
 the maximum size may not be smaller than the minimum size.
 
 	\item If the code for the window finished the dispatch of this event, all Widgets
 in the window has valid statements of size.
 Now it can do its own, initials size sets (this is the before computed
 optimum size of the window).
 This is accomplished by TWidget.SetBounds.
\end{itemize}

... to be continued ...


% *******************************************************************
\chapter{Single vs Multi handle decision}

... to be written ...

What follows below are just some snippets from the newsgroup and mailing
lists that I want to reorganise into a chapter. These are things that 
were discussed that I don't want to forget.

\section{Notes from the newsgroup}
One handle per Form. Widgets are just painted onto the Form canvas. This 
will support the most platforms and give us a consistent behavior.

See the /prototype/multihandle directory.

I spoke to Martin Schreiber (MSEgui author) about this as well and the 
better way seems to be to have one handle per Form (window) and do you 
own custom events. Implementing as much as you can yourself, will give 
you a consistent behavior on all platforms and make it more portable.

Martin also tried to implement one handle per widget and came to the 
following conclusion with makes sense. If you want you GUI Framework to 
work the same across multiple platforms, you cannot rely on specific 
behavior on a platform. With one handle per widget you are relying on 
the underling windowing systems event handling and may very well differ 
from another platform (which it normally does). This is what Martin 
experienced, and the only way to get consistent event handling was to do 
if yourself.  Clipping regions was another issue Martin mentioned.

All his points made perfect sense to me, so I continued with the fpGUI 
based on one handle per Form and will guarantee that all events, and 
clipping regions will work exactly the same on all platforms. Just 
creating the simple prototype I already experienced different behaviors 
between Windows and Linux.

See the thread titled "Comments from Martin Schreiber" dated 2006-12-07. 
There I posted some of the discussions with Martin.

But then I remembered a very strong argument for one handle per window: 
Some platforms I would like to see fpGUI running on the future simply don't support one window inside another. Like Linux Framebuffer for example. I'm not sure about Symbian OS UIQ 3, but I think too.


\section{Email from Martin Schreiber}
Pro's for to have a window handle for every widget:
It is possible to use more code from the operating system (clipping,
focus handling, mouse enter/leave...

Con's:
The functionality of your widgets depends on the OS. It is not easy to
achieve the same behavior with different systems.
You have less control over the behavior of the widgets.
If there are very much widgets in a application there can be performance
and resource problems (in win95/98 the maximal count of gdi objects and
window handles is limited). 
You probably need to implement simplified widgets without handles too
(TGraphicControl) which brakes orthogonality.

I did three attempts to develop a GUI environment, the first approach
was based on VCL, the second on CLX and now MSEgui which is done from
scratch.
With VCL and CLX I needed very much time to find workarounds to change
their behavior, some things where simply not possible to realize.
With about the same expenditure of time I have reached in MSEgui a
really enjoyable level.
As an example, the implementation of transparent widgets took me weeks
in VCL/CLX, semi-transparency was almost unreachable.
In MSEgui I could implement transparent widgets in 10 minutes because my
self developed clipping handling was flexible enough.

So my tip is to do as much as possible by your self, at the end you will
need less time and the quality will be much better.
But don't underestimate the expenditure of the project.
For comparison: I invested about 10'000 hours into the development of
MSEide+MSEgui up to now.

Martin 

% *******************************************************************
\chapter{Database Components}

... to be written ...


\end{document}