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enumerations.go
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package fltk_go
/*
#include "enumerations.h"
*/
import "C"
// Align en: Alignment enums, zh-cn: 对齐方式枚举
type Align uint
var (
ALIGN_CENTER = Align(C.go_FL_ALIGN_CENTER) // en: Center alignment, zh-cn: 中心对齐
ALIGN_TOP = Align(C.go_FL_ALIGN_TOP) // en: Top alignment, zh-cn: 顶部对齐
ALIGN_BOTTOM = Align(C.go_FL_ALIGN_BOTTOM) // en: Bottom alignment, zh-cn: 底部对齐
ALIGN_LEFT = Align(C.go_FL_ALIGN_LEFT) // en: Left alignment, zh-cn: 左对齐
ALIGN_RIGHT = Align(C.go_FL_ALIGN_RIGHT) // en: Right alignment, zh-cn: 右对齐
ALIGN_INSIDE = Align(C.go_FL_ALIGN_INSIDE) // en: Align inside, zh-cn: 内部对齐
ALIGN_TEXT_OVER_IMAGE = Align(C.go_FL_ALIGN_TEXT_OVER_IMAGE) // en: Text over image, zh-cn: 文本在图像上
ALIGN_IMAGE_OVER_TEXT = Align(C.go_FL_ALIGN_IMAGE_OVER_TEXT) // en: Image over text, zh-cn: 图像在文本上
ALIGN_CLIP = Align(C.go_FL_ALIGN_CLIP) // en: Clip alignment, zh-cn: 裁剪对齐
ALIGN_WRAP = Align(C.go_FL_ALIGN_WRAP) // en: Wrap alignment, zh-cn: 自动换行对齐
ALIGN_IMAGE_NEXT_TO_TEXT = Align(C.go_FL_ALIGN_IMAGE_NEXT_TO_TEXT) // en: Image next to text, zh-cn: 图像在文本旁
ALIGN_TEXT_NEXT_TO_IMAGE = Align(C.go_FL_ALIGN_TEXT_NEXT_TO_IMAGE) // en: Text next to image, zh-cn: 文本在图像旁
ALIGN_IMAGE_BACKDROP = Align(C.go_FL_ALIGN_IMAGE_BACKDROP) // en: Image backdrop, zh-cn: 图像背景
ALIGN_TOP_LEFT = Align(C.go_FL_ALIGN_TOP_LEFT) // en: Top-left alignment, zh-cn: 左上对齐
ALIGN_TOP_RIGHT = Align(C.go_FL_ALIGN_TOP_RIGHT) // en: Top-right alignment, zh-cn: 右上对齐
ALIGN_BOTTOM_LEFT = Align(C.go_FL_ALIGN_BOTTOM_LEFT) // en: Bottom-left alignment, zh-cn: 左下对齐
ALIGN_BOTTOM_RIGHT = Align(C.go_FL_ALIGN_BOTTOM_RIGHT) // en: Bottom-right alignment, zh-cn: 右下对齐
ALIGN_LEFT_TOP = Align(C.go_FL_ALIGN_LEFT_TOP) // en: Left-top alignment, zh-cn: 左上角对齐
ALIGN_RIGHT_TOP = Align(C.go_FL_ALIGN_RIGHT_TOP) // en: Right-top alignment, zh-cn: 右上角对齐
ALIGN_LEFT_BOTTOM = Align(C.go_FL_ALIGN_LEFT_BOTTOM) // en: Left-bottom alignment, zh-cn: 左下角对齐
ALIGN_RIGHT_BOTTOM = Align(C.go_FL_ALIGN_RIGHT_BOTTOM) // en: Right-bottom alignment, zh-cn: 右下角对齐
ALIGN_NOWRAP = Align(C.go_FL_ALIGN_NOWRAP) // en: No-wrap alignment, zh-cn: 不换行对齐
ALIGN_POSITION_MASK = Align(C.go_FL_ALIGN_POSITION_MASK) // en: Position mask alignment, zh-cn: 位置掩码对齐
ALIGN_IMAGE_MASK = Align(C.go_FL_ALIGN_IMAGE_MASK) // en: Image mask alignment, zh-cn: 图像掩码对齐
)
type ArrowType int
var (
ARROW_SINGLE = ArrowType(C.go_FL_ARROW_SINGLE)
ARROW_DOUBLE = ArrowType(C.go_FL_ARROW_DOUBLE)
ARROW_CHOICE = ArrowType(C.go_FL_ARROW_CHOICE)
ARROW_RETURN = ArrowType(C.go_FL_ARROW_RETURN)
)
type Orientation int
var (
ORIENT_NONE = Orientation(C.go_FL_ORIENT_NONE)
ORIENT_RIGHT = Orientation(C.go_FL_ORIENT_RIGHT)
ORIENT_NE = Orientation(C.go_FL_ORIENT_NE)
ORIENT_UP = Orientation(C.go_FL_ORIENT_UP)
ORIENT_NW = Orientation(C.go_FL_ORIENT_NW)
ORIENT_LEFT = Orientation(C.go_FL_ORIENT_LEFT)
ORIENT_SW = Orientation(C.go_FL_ORIENT_SW)
ORIENT_DOWN = Orientation(C.go_FL_ORIENT_DOWN)
ORIENT_SE = Orientation(C.go_FL_ORIENT_SE)
)
type BoxType int
const (
NO_BOX = BoxType(0)
FLAT_BOX = BoxType(1)
UP_BOX = BoxType(2)
DOWN_BOX = BoxType(3)
UP_FRAME = BoxType(4)
DOWN_FRAME = BoxType(5)
THIN_UP_BOX = BoxType(6)
THIN_DOWN_BOX = BoxType(7)
THIN_UP_FRAME = BoxType(8)
THIN_DOWN_FRAME = BoxType(9)
ENGRAVED_BOX = BoxType(10)
EMBOSSED_BOX = BoxType(11)
ENGRAVED_FRAME = BoxType(12)
EMBOSSED_FRAME = BoxType(13)
BORDER_BOX = BoxType(14)
SHADOW_BOX = BoxType(15)
BORDER_FRAME = BoxType(16)
SHADOW_FRAME = BoxType(17)
ROUNDED_BOX = BoxType(18)
RSHADOW_BOX = BoxType(19)
ROUNDED_FRAME = BoxType(20)
RFLAT_BOX = BoxType(21)
ROUND_UP_BOX = BoxType(22)
ROUND_DOWN_BOX = BoxType(23)
DIAMOND_UP_BOX = BoxType(24)
DIAMOND_DOWN_BOX = BoxType(25)
OVAL_BOX = BoxType(26)
OSHADOW_BOX = BoxType(27)
OVAL_FRAME = BoxType(28)
OFLAT_BOX = BoxType(29)
PLASTIC_UP_BOX = BoxType(30)
PLASTIC_DOWN_BOX = BoxType(31)
PLASTIC_UP_FRAME = BoxType(32)
PLASTIC_DOWN_FRAME = BoxType(33)
PLASTIC_THIN_UP_BOX = BoxType(34)
PLASTIC_THIN_DOWN_BOX = BoxType(35)
PLASTIC_ROUND_UP_BOX = BoxType(36)
PLASTIC_ROUND_DOWN_BOX = BoxType(37)
GTK_UP_BOX = BoxType(38)
GTK_DOWN_BOX = BoxType(39)
GTK_UP_FRAME = BoxType(40)
GTK_DOWN_FRAME = BoxType(41)
GTK_THIN_UP_BOX = BoxType(42)
GTK_THIN_DOWN_BOX = BoxType(43)
GTK_THIN_UP_FRAME = BoxType(44)
GTK_THIN_DOWN_FRAME = BoxType(45)
GTK_ROUND_UP_FRAME = BoxType(46)
GTK_ROUND_DOWN_FRAME = BoxType(47)
GLEAM_UP_BOX = BoxType(48)
GLEAM_DOWN_BOX = BoxType(49)
GLEAM_UP_FRAME = BoxType(50)
GLEAM_DOWN_FRAME = BoxType(51)
GLEAM_THIN_UP_BOX = BoxType(52)
GLEAM_THIN_DOWN_BOX = BoxType(53)
GLEAM_ROUND_UP_BOX = BoxType(54)
GLEAM_ROUND_DOWN_BOX = BoxType(55)
FREE_BOXTYPE = BoxType(56)
)
// Font en: Font enums, zh-cn: 字体枚举
type Font int
var (
HELVETICA = Font(C.go_FL_HELVETICA) // en: Helvetica, zh-cn: 黑体
HELVETICA_BOLD = Font(C.go_FL_HELVETICA_BOLD) // en: Helvetica Bold, zh-cn: 黑体粗体
HELVETICA_ITALIC = Font(C.go_FL_HELVETICA_ITALIC) // en: Helvetica Italic, zh-cn: 黑体斜体
HELVETICA_BOLD_ITALIC = Font(C.go_FL_HELVETICA_BOLD_ITALIC) // en: Helvetica Bold Italic, zh-cn: 黑体粗斜体
COURIER = Font(C.go_FL_COURIER) // en: Courier, zh-cn: 宋体
COURIER_BOLD = Font(C.go_FL_COURIER_BOLD) // en: Courier Bold, zh-cn: 宋体粗体
COURIER_ITALIC = Font(C.go_FL_COURIER_ITALIC) // en: Courier Italic, zh-cn: 宋体斜体
COURIER_BOLD_ITALIC = Font(C.go_FL_COURIER_BOLD_ITALIC) // en: Courier Bold Italic, zh-cn: 宋体粗斜体
TIMES = Font(C.go_FL_TIMES) // en: Times, zh-cn: Times 字体
TIMES_BOLD = Font(C.go_FL_TIMES_BOLD) // en: Times Bold, zh-cn: Times 粗体
TIMES_ITALIC = Font(C.go_FL_TIMES_ITALIC) // en: Times Italic, zh-cn: Times 斜体
TIMES_BOLD_ITALIC = Font(C.go_FL_TIMES_BOLD_ITALIC) // en: Times Bold Italic, zh-cn: Times 粗斜体
SYMBOL = Font(C.go_FL_SYMBOL) // en: Symbol, zh-cn: 符号
SCREEN = Font(C.go_FL_SCREEN) // en: Screen, zh-cn: 屏幕字体
SCREEN_BOLD = Font(C.go_FL_SCREEN_BOLD) // en: Screen Bold, zh-cn: 屏幕粗体
ZAPF_DINGBATS = Font(C.go_FL_ZAPF_DINGBATS) // en: Zapf Dingbats, zh-cn: Zapf Dingbats 字体
FREE_FONT = Font(C.go_FL_FREE_FONT) // en: Free font, zh-cn: 自由字体
BOLD = Font(C.go_FL_BOLD) // en: Bold, zh-cn: 粗体
ITALIC = Font(C.go_FL_ITALIC) // en: Italic, zh-cn: 斜体
BOLD_ITALIC = Font(C.go_FL_BOLD_ITALIC) // en: Bold Italic, zh-cn: 粗斜体
)
type LabelType int
var (
NORMAL_LABEL = LabelType(C.go_FL_NORMAL_LABEL)
NO_LABEL = LabelType(C.go_FL_NO_LABEL)
)
type WrapMode int
const (
WRAP_NONE = WrapMode(0)
WRAP_AT_COLUMN = WrapMode(1)
WRAP_AT_PIXEL = WrapMode(2)
WRAP_AT_BOUNDS = WrapMode(3)
)
type Event int
var (
NO_EVENT = Event(C.go_FL_NO_EVENT)
PUSH = Event(C.go_FL_PUSH)
DRAG = Event(C.go_FL_DRAG)
RELEASE = Event(C.go_FL_RELEASE)
MOVE = Event(C.go_FL_MOVE)
MOUSEWHEEL = Event(C.go_FL_MOUSEWHEEL)
ENTER = Event(C.go_FL_ENTER)
LEAVE = Event(C.go_FL_LEAVE)
FOCUS = Event(C.go_FL_FOCUS)
UNFOCUS = Event(C.go_FL_UNFOCUS)
KEY = Event(C.go_FL_KEYDOWN)
KEYDOWN = Event(C.go_FL_KEYDOWN)
KEYUP = Event(C.go_FL_KEYUP)
CLOSE = Event(C.go_FL_CLOSE)
SHORTCUT = Event(C.go_FL_SHORTCUT)
DEACTIVATE = Event(C.go_FL_DEACTIVATE)
ACTIVATE = Event(C.go_FL_ACTIVATE)
HIDE = Event(C.go_FL_HIDE)
SHOW = Event(C.go_FL_SHOW)
PASTE = Event(C.go_FL_PASTE)
SELECTIONCLEAR = Event(C.go_FL_SELECTIONCLEAR)
DND_ENTER = Event(C.go_FL_DND_ENTER)
DND_DRAG = Event(C.go_FL_DND_DRAG)
DND_LEAVE = Event(C.go_FL_DND_LEAVE)
DND_RELEASE = Event(C.go_FL_DND_RELEASE)
)
type CallbackCondition int
var (
WhenNever = CallbackCondition(C.go_FL_WHEN_NEVER)
WhenChanged = CallbackCondition(C.go_FL_WHEN_CHANGED)
WhenNotChanged = CallbackCondition(C.go_FL_WHEN_NOT_CHANGED)
WhenRelease = CallbackCondition(C.go_FL_WHEN_RELEASE)
WhenReleaseAlways = CallbackCondition(C.go_FL_WHEN_RELEASE_ALWAYS)
WhenEnterKey = CallbackCondition(C.go_FL_WHEN_ENTER_KEY)
WhenEnterKeyAlways = CallbackCondition(C.go_FL_WHEN_ENTER_KEY_ALWAYS)
WhenEnterKeyChanged = CallbackCondition(C.go_FL_WHEN_ENTER_KEY_CHANGED)
)
var (
RGB = int(C.go_FL_RGB)
INDEX = int(C.go_FL_INDEX)
SINGLE = int(C.go_FL_SINGLE)
DOUBLE = int(C.go_FL_DOUBLE)
ACCUM = int(C.go_FL_ACCUM)
ALPHA = int(C.go_FL_ALPHA)
DEPTH = int(C.go_FL_DEPTH)
STENCIL = int(C.go_FL_STENCIL)
RGB8 = int(C.go_FL_RGB8)
MULTISAMPLE = int(C.go_FL_MULTISAMPLE)
STEREO = int(C.go_FL_STEREO)
FAKE_SINGLE = int(C.go_FL_FAKE_SINGLE)
OPENGL3 = int(C.go_FL_OPENGL3)
)
// Color en: Color enums, zh-cn: 颜色枚举
type Color uint
var (
FOREGROUND_COLOR = Color(C.go_FL_FOREGROUND_COLOR) // en: Foreground color, zh-cn: 前景色
BACKGROUND2_COLOR = Color(C.go_FL_BACKGROUND2_COLOR) // en: Background2 color, zh-cn: 背景色2
INACTIVE_COLOR = Color(C.go_FL_INACTIVE_COLOR) // en: Inactive color, zh-cn: 非活动色
SELECTION_COLOR = Color(C.go_FL_SELECTION_COLOR) // en: Selection color, zh-cn: 选择色
GRAY0 = Color(C.go_FL_GRAY0) // en: Gray0, zh-cn: 灰色0
DARK3 = Color(C.go_FL_DARK3) // en: Dark3, zh-cn: 深色3
DARK2 = Color(C.go_FL_DARK2) // en: Dark2, zh-cn: 深色2
DARK1 = Color(C.go_FL_DARK1) // en: Dark1, zh-cn: 深色1
BACKGROUND_COLOR = Color(C.go_FL_BACKGROUND_COLOR) // en: Background color, zh-cn: 背景色
LIGHT1 = Color(C.go_FL_LIGHT1) // en: Light1, zh-cn: 浅色1
LIGHT2 = Color(C.go_FL_LIGHT2) // en: Light2, zh-cn: 浅色2
LIGHT3 = Color(C.go_FL_LIGHT3) // en: Light3, zh-cn: 浅色3
BLACK = Color(C.go_FL_BLACK) // en: Black, zh-cn: 黑色
RED = Color(C.go_FL_RED) // en: Red, zh-cn: 红色
GREEN = Color(C.go_FL_GREEN) // en: Green, zh-cn: 绿色
YELLOW = Color(C.go_FL_YELLOW) // en: Yellow, zh-cn: 黄色
BLUE = Color(C.go_FL_BLUE) // en: Blue, zh-cn: 蓝色
MAGENTA = Color(C.go_FL_MAGENTA) // en: Magenta, zh-cn: 洋红色
CYAN = Color(C.go_FL_CYAN) // en: Cyan, zh-cn: 青色
DARK_RED = Color(C.go_FL_DARK_RED) // en: Dark red, zh-cn: 深红色
DARK_GREEN = Color(C.go_FL_DARK_GREEN) // en: Dark green, zh-cn: 深绿色
DARK_YELLOW = Color(C.go_FL_DARK_YELLOW) // en: Dark yellow, zh-cn: 深黄色
DARK_BLUE = Color(C.go_FL_DARK_BLUE) // en: Dark blue, zh-cn: 深蓝色
DARK_MAGENTA = Color(C.go_FL_DARK_MAGENTA) // en: Dark magenta, zh-cn: 深洋红色
DARK_CYAN = Color(C.go_FL_DARK_CYAN) // en: Dark cyan, zh-cn: 深青色
WHITE = Color(C.go_FL_WHITE) // en: White, zh-cn: 白色
)
func ColorFromRgb(r, g, b uint8) Color {
r1 := uint(r)
g1 := uint(g)
b1 := uint(b)
return Color(((r1 & 0xff) << 24) + ((g1 & 0xff) << 16) + ((b1 & 0xff) << 8) + 0x00)
}
type LineStyle int
var (
SOLID = LineStyle(0)
DASH = LineStyle(1)
Dot = LineStyle(2)
DASH_DOT = LineStyle(3)
DASH_DOT_DOT = LineStyle(4)
CAP_FLAT = LineStyle(100)
CAP_ROUND = LineStyle(200)
CAP_SQUARE = LineStyle(300)
JOIN_MITER = LineStyle(1000)
JOIN_ROUND = LineStyle(2000)
JOIN_BEVEL = LineStyle(3000)
)
var (
ESCAPE = int(C.go_FL_ESCAPE)
TAB = int(C.go_FL_TAB)
ENTER_KEY = int(C.go_FL_ENTER_KEY)
HOME = int(C.go_FL_HOME)
LEFT = int(C.go_FL_LEFT)
UP = int(C.go_FL_UP)
RIGHT = int(C.go_FL_RIGHT)
DOWN = int(C.go_FL_DOWN)
PAGE_UP = int(C.go_FL_PAGE_UP)
PAGE_DOWN = int(C.go_FL_PAGE_DOWN)
END = int(C.go_FL_END)
MENU = int(C.go_FL_MENU)
HELP = int(C.go_FL_HELP)
F1 = int(C.go_FL_F1)
F2 = int(C.go_FL_F2)
F3 = int(C.go_FL_F3)
F4 = int(C.go_FL_F4)
F5 = int(C.go_FL_F5)
F6 = int(C.go_FL_F6)
F7 = int(C.go_FL_F7)
F8 = int(C.go_FL_F8)
F9 = int(C.go_FL_F9)
F10 = int(C.go_FL_F10)
F11 = int(C.go_FL_F11)
F12 = int(C.go_FL_F12)
DELETE = int(C.go_FL_DELETE)
BACKSPACE = int(C.go_FL_BACKSPACE)
INSERT = int(C.go_FL_INSERT)
)