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authorFabien Costantini <fabien@onepost.net>2008-10-14 22:12:25 +0000
committerFabien Costantini <fabien@onepost.net>2008-10-14 22:12:25 +0000
commit497afccb07164373e0de6639e754d7d691f1926f (patch)
tree449d0b92ceb05f39617fe8fc2876d16eecde7460 /documentation/Fl_Gl_Window.html
parente08fffdfe08bbc9320e39a15d162b6501abd4925 (diff)
Doxygen pdf man: First version added in documentation/fltk.pdf, old doc removed, images, dox files moved to a new src directory.
git-svn-id: file:///fltk/svn/fltk/branches/branch-1.3@6431 ea41ed52-d2ee-0310-a9c1-e6b18d33e121
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-<HTML>
-<HEAD>
- <TITLE>Fl_Gl_Window</TITLE>
-</HEAD>
-<BODY>
-
-<!-- NEW PAGE -->
-
-<H2><A name=Fl_Gl_Window>class Fl_Gl_Window</A></H2>
-
-<HR>
-
-<H3>Class Hierarchy</H3>
-
-<UL><PRE>
-<A href=Fl_Window.html#Fl_Window>Fl_Window</A>
- |
- +----<B>Fl_Gl_Window</B>
-</PRE></UL>
-
-<H3>Include Files</H3>
-
-<UL><PRE>
-#include &lt;FL/Fl_Gl_Window.H&gt;
-</PRE></UL>
-
-<H3>Additional Libraries</H3>
-
-<UL><PRE>
--lfltk_gl / fltkgl.lib
-</PRE></UL>
-
-<H3>Description</H3>
- The <TT>Fl_Gl_Window</TT> widget sets things up so OpenGL works, and
-also keeps an OpenGL &quot;context&quot; for that window, so that changes to the
-lighting and projection may be reused between redraws. Fl_Gl_Window
- also flushes the OpenGL streams and swaps buffers after <TT>draw()</TT>
- returns.
-<P>OpenGL hardware typically provides some overlay bit planes, which
-are very useful for drawing UI controls atop your 3D graphics. If the
-overlay hardware is not provided, FLTK tries to simulate the overlay,
-This works pretty well if your graphics are double buffered, but not
-very well for single-buffered. </P>
-<P>Please note that the FLTK drawing and clipping functions
-will not work inside an <tt>Fl_Gl_Window</tt>. All drawing
-should be done using OpenGL calls exclusively.
-Even though <tt>Fl_Gl_Window</tt> is derived from <tt>Fl_Group</tt>,
-it is not useful to add other FLTK Widgets as children,
-unless those Widgets are modified to draw using OpenGL calls.</P>
-
-<H3>Methods</H3>
-<CENTER>
-<TABLE width=90% summary="Fl_Gl_Window methods.">
-<TR><TD align=left valign=top>
-<UL>
-<LI><A href=#Fl_Gl_Window.Fl_Gl_Window>Fl_Gl_Window</A></LI>
-<LI><A href=#Fl_Gl_Window.~Fl_Gl_Window>~Fl_Gl_Window</A></LI>
-<LI><A href=#Fl_Gl_Window.can_do>can_do</A></LI>
-<LI><A href=#Fl_Gl_Window.can_do_overlay>can_do_overlay</A></LI>
-</UL>
-</TD><TD align=left valign=top>
-<UL>
-<LI><A href=#Fl_Gl_Window.context>context</A></LI>
-<LI><A href=#Fl_Gl_Window.context_valid>context_valid</A></LI>
-<LI><A href=#Fl_Gl_Window.draw>draw</A></LI>
-<LI><A href=#Fl_Gl_Window.draw_overlay>draw_overlay</A></LI>
-</UL>
-</TD><TD align=left valign=top>
-<UL>
-<LI><A href=#Fl_Gl_Window.hide>hide</A></LI>
-<LI><A href=#Fl_Gl_Window.invalidate>invalidate</A></LI>
-<LI><A href=#Fl_Gl_Window.make_current>make_current</A></LI>
-</UL>
-</TD><TD align=left valign=top>
-<UL>
-<LI><A href=#Fl_Gl_Window.make_overlay_current>make_overlay_current</A></LI>
-<LI><A href=#Fl_Gl_Window.mode>mode</A></LI>
-<LI><A href=#Fl_Gl_Window.ortho>ortho</A></LI>
-</UL>
-</TD><TD align=left valign=top>
-<UL>
-<LI><A href=#Fl_Gl_Window.redraw_overlay>redraw_overlay</A></LI>
-<LI><A href=#Fl_Gl_Window.swap_buffers>swap_buffers</A></LI>
-<LI><A href=#Fl_Gl_Window.valid>valid</A></LI>
-</UL>
-</TD></TR>
-</TABLE>
-</CENTER>
-<H4><A name=Fl_Gl_Window.Fl_Gl_Window>Fl_Gl_Window::Fl_Gl_Window(int x,
-int y, int w, int h, const char *label = 0)</A></H4>
- Creates a new <TT>Fl_Gl_Window</TT> widget using the given position,
-size, and label string. The default boxtype is <TT>FL_NO_BOX</TT>. The
-default mode is <TT>FL_RGB|FL_DOUBLE|FL_DEPTH</TT>.
-<H4><A name=Fl_Gl_Window.~Fl_Gl_Window>virtual
-Fl_Gl_Window::~Fl_Gl_Window()</A></H4>
- The destructor removes the widget and destroys the OpenGL context
-associated with it.
-<H4><A name=Fl_Gl_Window.draw>virtual void Fl_Gl_Window::draw(void)</A></H4>
-<TT>Fl_Gl_Window::draw()</TT> is a pure virtual method. You must
-subclass <TT>Fl_Gl_Window</TT> and provide an implementation for <TT>
-draw()</TT>. You may also provide an implementation of draw_overlay()
-if you want to draw into the overlay planes. You can avoid
-reinitializing the viewport and lights and other things by checking <TT>
-valid()</TT> at the start of <TT>draw()</TT> and only doing the
-initialization if it is false.
-<P>The <TT>draw()</TT> method can <I>only</I> use OpenGL calls. Do not
-attempt to call X, any of the functions in &lt;FL/fl_draw.H&gt;, or <TT>glX</TT>
- directly. Do not call <TT>gl_start()</TT> or <TT>gl_finish()</TT>. </P>
-<P>If double-buffering is enabled in the window, the back and front
-buffers are swapped after this function is completed. </P>
-<H4><A name=Fl_Gl_Window.mode>const int Fl_Gl_Window::mode() const
-<BR> int Fl_Gl_Window::mode(int m)</A></H4>
- Set or change the OpenGL capabilites of the window. The value can be
-any of the following OR'd together:
-<UL>
-<LI><TT>FL_RGB</TT> - RGB color (not indexed) </LI>
-<LI><TT>FL_RGB8</TT> - RGB color with at least 8 bits of each color </LI>
-<LI><TT>FL_INDEX</TT> - Indexed mode </LI>
-<LI><TT>FL_SINGLE</TT> - not double buffered </LI>
-<LI><TT>FL_DOUBLE</TT> - double buffered </LI>
-<LI><TT>FL_ACCUM</TT> - accumulation buffer </LI>
-<LI><TT>FL_ALPHA</TT> - alpha channel in color </LI>
-<LI><TT>FL_DEPTH</TT> - depth buffer </LI>
-<LI><TT>FL_STENCIL</TT> - stencil buffer </LI>
-<LI><TT>FL_MULTISAMPLE</TT> - multisample antialiasing </LI>
-</UL>
-<TT>FL_RGB</TT> and <TT>FL_SINGLE</TT> have a value of zero, so they
-are &quot;on&quot; unless you give <TT>FL_INDEX</TT> or <TT>FL_DOUBLE</TT>.
-<P>If the desired combination cannot be done, FLTK will try turning off <TT>
-FL_MULTISAMPLE</TT>. If this also fails the <TT>show()</TT> will call <TT>
-Fl::error()</TT> and not show the window. </P>
-<P>You can change the mode while the window is displayed. This is most
-useful for turning double-buffering on and off. Under X this will
-cause the old X window to be destroyed and a new one to be created. If
-this is a top-level window this will unfortunately also cause the
-window to blink, raise to the top, and be de-iconized, and the <TT>xid()</TT>
- will change, possibly breaking other code. It is best to make the GL
-window a child of another window if you wish to do this! </P>
-<H4><A name=Fl_Gl_Window.can_do>static int Fl_Gl_Window::can_do(int)
-<BR> int Fl_Gl_Window::can_do() const</A></H4>
- Returns non-zero if the hardware supports the given or current OpenGL
-mode.
-
-<h4><a name=Fl_Gl_Window.context>void* Fl_Gl_Window::context() const;
-<br>void Fl_Gl_Window::context(void*, int destroy_flag = false);</a></h4>
-
-Return or set a pointer to the GLContext that this window is
-using. This is a system-dependent structure, but it is portable to copy
-the context from one window to another. You can also set it to NULL,
-which will force FLTK to recreate the context the next time <a
-href=#Fl_Gl_Window.make_current><tt>make_current()</tt></a> is called, this is
-useful for getting around bugs in OpenGL implementations.
-
-<p>If <i>destroy_flag</i> is true the context will be destroyed by
-fltk when the window is destroyed, or when the <a
-href=#Fl_Gl_Window.mode><tt>mode()</tt></a> is changed, or the next time
-<tt>context(x)</tt> is called.
-
-<H4><A name=Fl_Gl_Window.valid>char Fl_Gl_Window::valid() const
-<BR> void Fl_Gl_Window::valid(char i)</A></H4>
-<TT>Fl_Gl_Window::valid()</TT> is turned off when FLTK creates a new
-context for this window or when the window resizes, and is turned on <I>
-after</I> <TT>draw()</TT> is called. You can use this inside your <TT>
-draw()</TT> method to avoid unneccessarily initializing the OpenGL
-context. Just do this:
-<UL><PRE>
-void mywindow::draw() {
- if (!valid()) {
- glViewport(0,0,w(),h());
- glFrustum(...);
- ...other initialization...
- }
- if (!context_valid()) {
- ...load textures, etc. ...
- }
- ... draw your geometry here ...
-}
-</PRE></UL>
-
-You can turn <TT>valid()</TT> on by calling <TT>valid(1)</TT>. You
-should only do this after fixing the transformation inside a <TT>draw()</TT>
-or after <TT>make_current()</TT>. This is done automatically after <TT>
-draw()</TT> returns.
-<H4><A name=Fl_Gl_Window.invalidate>void Fl_Gl_Window::invalidate()</A></H4>
- The <TT>invalidate()</TT> method turns off <TT>valid()</TT> and is
-equivalent to calling <TT>value(0)</TT>.
-
-<H4><A name=Fl_Gl_Window.context_valid>char Fl_Gl_Window::context_valid() const
-<BR> void Fl_Gl_Window::context_valid(char i)</A></H4>
-<TT>Fl_Gl_Window::context_valid()</TT> will only be set if the
-OpenGL context is created or recreated. It differs from
-<TT>Fl_Gl_Window::valid()</TT> which is also set whenever the context
-changes size.
-
-<H4><A name=Fl_Gl_Window.ortho>void Fl_Gl_Window::ortho()</A></H4>
- Set the projection so 0,0 is in the lower left of the window and each
-pixel is 1 unit wide/tall. If you are drawing 2D images, your <TT>
-draw()</TT> method may want to call this if <TT>valid()</TT> is false.
-<H4><A name=Fl_Gl_Window.make_current>void Fl_Gl_Window::make_current()</A>
-</H4>
- The <TT>make_current()</TT> method selects the OpenGL context for the
-widget. It is called automatically prior to the <TT>draw()</TT> method
-being called and can also be used to implement feedback and/or
-selection within the <TT>handle()</TT> method.
-<H4><A name=Fl_Gl_Window.make_overlay_current>void
-Fl_Gl_Window::make_overlay_current()</A></H4>
- The <TT>make_overlay_current()</TT> method selects the OpenGL context
-for the widget's overlay. It is called automatically prior to the <TT>
-draw_overlay()</TT> method being called and can also be used to
-implement feedback and/or selection within the <TT>handle()</TT>
- method.
-<H4><A name=Fl_Gl_Window.swap_buffers>void Fl_Gl_Window::swap_buffers()</A>
-</H4>
- The <TT>swap_buffers()</TT> method swaps the back and front buffers.
-It is called automatically after the <TT>draw()</TT> method is called.
-<H4><A name=Fl_Gl_Window.hide>void Fl_Gl_Window::hide()</A></H4>
- Hides the window and destroys the OpenGL context.
-<H4><A name=Fl_Gl_Window.can_do_overlay>int
-Fl_Gl_Window::can_do_overlay()</A></H4>
- Returns true if the hardware overlay is possible. If this is false,
-FLTK will try to simulate the overlay, with significant loss of update
-speed. Calling this will cause FLTK to open the display.
-<H4><A name=Fl_Gl_Window.redraw_overlay>void
-Fl_Gl_Window::redraw_overlay()</A></H4>
- This method causes <TT>draw_overlay</TT> to be called at a later time.
- Initially the overlay is clear, if you want the window to display
-something in the overlay when it first appears, you must call this
-immediately after you <TT>show()</TT> your window.
-<H4><A name=Fl_Gl_Window.draw_overlay>virtual void
-Fl_Gl_Window::draw_overlay()</A></H4>
- You must implement this virtual function if you want to draw into the
-overlay. The overlay is cleared before this is called. You should
-draw anything that is not clear using OpenGL. You must use <TT>
-gl_color(i)</TT> to choose colors (it allocates them from the colormap
-using system-specific calls), and remember that you are in an indexed
-OpenGL mode and drawing anything other than flat-shaded will probably
-not work.
-<P>Both this function and <TT>Fl_Gl_Window::draw()</TT> should check <TT>
-Fl_Gl_Window::valid()</TT> and set the same transformation. If you
-don't your code may not work on other systems. Depending on the OS,
-and on whether overlays are real or simulated, the OpenGL context may
-be the same or different between the overlay and main window. </P>
-</BODY>
-</HTML>