diff options
| author | Michael R Sweet <michael.r.sweet@gmail.com> | 1999-01-13 19:28:54 +0000 |
|---|---|---|
| committer | Michael R Sweet <michael.r.sweet@gmail.com> | 1999-01-13 19:28:54 +0000 |
| commit | d7b88a3bcc7e76f38ee5799be7722fd5a10781ef (patch) | |
| tree | d8984d45424c9b2cdb199c1918f38bfea4a8211d /documentation/Fl_Gl_Window.html | |
| parent | 30fa233681467b82b165e7d42cd0bea778b93768 (diff) | |
Updated all links so they work between files.
Revision 1.
git-svn-id: file:///fltk/svn/fltk/trunk@219 ea41ed52-d2ee-0310-a9c1-e6b18d33e121
Diffstat (limited to 'documentation/Fl_Gl_Window.html')
| -rw-r--r-- | documentation/Fl_Gl_Window.html | 433 |
1 files changed, 193 insertions, 240 deletions
diff --git a/documentation/Fl_Gl_Window.html b/documentation/Fl_Gl_Window.html index 47828b47c..205d3225c 100644 --- a/documentation/Fl_Gl_Window.html +++ b/documentation/Fl_Gl_Window.html @@ -1,166 +1,134 @@ -<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> +<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.html#Fl_Widget>Fl_Widget</A> | - +----<b>Fl_Gl_Window</b> + +----<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> + +----<A href=Fl_Pack.html#Fl_Pack>Fl_Pack</A>, <A href=Fl_Scroll.html#Fl_Scroll>Fl_Scroll</A>, <A href=Fl_Tabs.html#Fl_Tabs>Fl_Tabs</A>, <A href=Fl_Tile.html#Fl_Tile>Fl_Tile</A>, <A href=Fl_Window.html#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. 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> +<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> +<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.draw>draw</A></LI> +<LI><A href=#Fl_Gl_Window.draw_overlay>draw_overlay</A></LI> +<LI><A href=#Fl_Gl_Window.handle>handle</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.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()); @@ -171,16 +139,17 @@ void mywindow::draw() { ... draw your geometry here ... } -<br>void Fl_Gl_Window::invalidate(); -<br>void Fl_Gl_Window::valid(char i);</a></h4> +<BR>void Fl_Gl_Window::invalidate(); +<BR>void Fl_Gl_Window::valid(char i); -<tt>Fl_Gl_Window::valid()</tt> is turned off when FLTK creates a +<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() +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() { +</PRE> +<PRE><TT>void mywindow::draw() { if (!valid()) { glViewport(0,0,w(),h()); glFrustum(...); @@ -189,77 +158,61 @@ do this: } ... 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> +</TT></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. </P> +</BODY></HTML>
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