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| author | Michael R Sweet <michael.r.sweet@gmail.com> | 1998-12-29 14:21:17 +0000 |
|---|---|---|
| committer | Michael R Sweet <michael.r.sweet@gmail.com> | 1998-12-29 14:21:17 +0000 |
| commit | 87dd7f0d23eba5c09e71ec6efeb34c6844f5e95f (patch) | |
| tree | ecd25b3fbecdd2d1c6abf106d0c94ac2b1e9926e /documentation/Fl_Gl_Window.html | |
| parent | 20adb6834b22523e9d1fecdb7bb8a117f7b6179a (diff) | |
Revised documentation files.
git-svn-id: file:///fltk/svn/fltk/trunk@177 ea41ed52-d2ee-0310-a9c1-e6b18d33e121
Diffstat (limited to 'documentation/Fl_Gl_Window.html')
| -rw-r--r-- | documentation/Fl_Gl_Window.html | 265 |
1 files changed, 265 insertions, 0 deletions
diff --git a/documentation/Fl_Gl_Window.html b/documentation/Fl_Gl_Window.html new file mode 100644 index 000000000..47828b47c --- /dev/null +++ b/documentation/Fl_Gl_Window.html @@ -0,0 +1,265 @@ +<html> +<body> + +<hr break> + +<h2><a name="Fl_Gl_Window">class Fl_Gl_Window</a></h2> + +<hr> + +<h3>Class Hierarchy</h3> + +<ul><pre> +<a href="#Fl_Widget">Fl_Widget</a> + | + +----<b>Fl_Gl_Window</b> + | + +----<a href="#Fl_Pack">Fl_Pack</a>, <a href="#Fl_Scroll">Fl_Scroll</a>, <a href="#Fl_Tabs">Fl_Tabs</a>, <a href="#Fl_Tile">Fl_Tile</a>, <a href="#Fl_Window">Fl_Window</a> +</pre></ul> + +<h3>Include Files</h3> + +<ul><pre> +#include <FL/Fl_Gl_Window.H> +</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. +</tt>Fl_Gl_Window</tt> 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. + +<h3>Methods</h3> + + +<center> +<table width=90%> +<tr> +<td align=left valign=top> +<ul> + <li><a href="#Fl_Gl_Window.Fl_Gl_Window">Fl_Gl_Window</a> + <li><a href="#Fl_Gl_Window.~Fl_Gl_Window">~Fl_Gl_Window</a> + <li><a href="#Fl_Gl_Window.can_do">can_do</a> + <li><a href="#Fl_Gl_Window.can_do_overlay">can_do_overlay</a> +</ul> +</td> +<td align=left valign=top> +<ul> + <li><a href="#Fl_Gl_Window.draw">draw</a> + <li><a href="#Fl_Gl_Window.draw_overlay">draw_overlay</a> + <li><a href="#Fl_Gl_Window.handle">handle</a> +</ul> +</td> +<td align=left valign=top> +<ul> + <li><a href="#Fl_Gl_Window.hide">hide</a> + <li><a href="#Fl_Gl_Window.invalidate">invalidate</a> + <li><a href="#Fl_Gl_Window.make_current">make_current</a> +</ul> +</td> +<td align=left valign=top> +<ul> + <li><a href="#Fl_Gl_Window.make_overlay_current">make_overlay_current</a> + <li><a href="#Fl_Gl_Window.mode">mode</a> + <li><a href="#Fl_Gl_Window.ortho">ortho</a> +</ul> +</td> +<td align=left valign=top> +<ul> + <li><a href="#Fl_Gl_Window.redraw_overlay">redraw_overlay</a> + <li><a href="#Fl_Gl_Window.swap_buffers">swap_buffers</a> + <li><a href="#Fl_Gl_Window.valid">valid</a> +</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>If double-buffering is enabled in the window, the back and front buffers +are swapped after this function is completed. + +<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><tt>FL_RGB8</tt> - RGB color with at least 8 bits of each color + <li><tt>FL_INDEX</tt> - Indexed mode + <li><tt>FL_SINGLE</tt> - not double buffered + <li><tt>FL_DOUBLE</tt> - double buffered + <li><tt>FL_ACCUM</tt> - accumulation buffer + <li><tt>FL_ALPHA</tt> - alpha channel in color + <li><tt>FL_DEPTH</tt> - depth buffer + <li><tt>FL_STENCIL</tt> - stencil buffer + <li><tt>FL_MULTISAMPLE</tt> - multisample antialiasing +</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>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! + +<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.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(...); + glLight(...); + ...other initialization... + } + ... draw your geometry here ... +} + +<br>void Fl_Gl_Window::invalidate(); +<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 and by the window resizing, and is turned +on <i>after</i> draw() is called. You can use this inside your draw() +method to avoid unneccessarily initializing the OpenGL context. Just +do this: + +<pre><tt>void mywindow::draw() { + if (!valid()) { + glViewport(0,0,w(),h()); + glFrustum(...); + glLight(...); + ...other initilization... + } + ... 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.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. + +</body> +</html> |
