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| author | Fabien Costantini <fabien@onepost.net> | 2008-10-14 22:12:25 +0000 |
|---|---|---|
| committer | Fabien Costantini <fabien@onepost.net> | 2008-10-14 22:12:25 +0000 |
| commit | 497afccb07164373e0de6639e754d7d691f1926f (patch) | |
| tree | 449d0b92ceb05f39617fe8fc2876d16eecde7460 /documentation/Fl_Gl_Window.html | |
| parent | e08fffdfe08bbc9320e39a15d162b6501abd4925 (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
Diffstat (limited to 'documentation/Fl_Gl_Window.html')
| -rw-r--r-- | documentation/Fl_Gl_Window.html | 244 |
1 files changed, 0 insertions, 244 deletions
diff --git a/documentation/Fl_Gl_Window.html b/documentation/Fl_Gl_Window.html deleted file mode 100644 index a32b74f7c..000000000 --- a/documentation/Fl_Gl_Window.html +++ /dev/null @@ -1,244 +0,0 @@ -<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 <FL/Fl_Gl_Window.H> -</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 "context" 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 <FL/fl_draw.H>, 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 "on" 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> |
