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Searching for __APPLE, WIN32 or X11 did give me many false results. I instead marked most ifdef's that I would like to get rid of with the text // PORTME:, so they can be easily found by a global search.
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This commit is the accumulated patch introduced in branch 1.3
in svn r 11094, 11095, and 11096.
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can coexist (cfg_gfx). Found the missing pixels in the OpenGL gfx driver.
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information, added an OpenGL graphics driver that renders a button on top of an OpenGL window (see test/cube).
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links (Xcode, hello, other C flags: -D FL_PORTING -U __APPLE__ -U __APPLE_QUARTZ__)
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with FL_PORTING defined and WIN32 and __APPLE__ undefined>
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Methods Fl::event_x_pixel() and Fl::event_y_pixel() committed at r.10941
are removed. Instead method Fl_Gl_Window::pixels_per_unit() is added.
The documentation explains in more detail how to write cross-platform
FLTK code supporting high resolution OpenGL windows on retina displays.
The examples/OpenGL3test.cxx app exercises Fl_Gl_Window::pixels_per_unit().
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library source
than in the public header file FL/gl.h
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does not
implement the GL_EXT_texture_rectangle extension.
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extension name instead of old GL_TEXTURE_RECTANGLE_EXT.
Also, use the GL_BGRA format that is preferred for GL textures,
according to "Optimal Data Formats and Types" from
"Best Practices for Working with Texture Data".
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XGetUtf8FontAndGlyph was referenced in libfltk_gl if configured w/o xft
and defined in libfltk, but not exported (regression since 1.3.3).
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exported from libfltk.so but called
by function gl_font() of file src/gl_draw.cxx (X11-specific).
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deprecated AGL.
All changes are mac-specific, except a very minor change in file src/gl_draw.cxx
where string drawing wrongly claimed to support @symbol, not possible
because symbols are drawn using non-GL primitives.
Unchanged application code can use the new FLTK code.
In addition, the new code allows mac applications to draw OpenGL scenes
at high resolution on so-called 'retina' displays, but this requires some
support from app code. They must call, before opening GL windows,
Fl::use_high_resolution(1);
and change their glViewport() calls as follows
glViewport(0, 0, pxel_w(), pixel_h());
This uses 2 new member functions of the Fl_Gl_Window class,
pixel_w() and pixel_h() returning the window dimensions in pixel
units, that is, twice the w() and h() when the window is mapped
on a retina display.
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This is an internal header.
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change in gl_font() was needed.
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(to clarify static exception LGPL by changing license references)
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Fl_Gl_Window
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The fix invalidates the pile of string textures after each Fl_Gl_Window deletion.
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the Fl_Graphics_Driver
class to prepare for the future definition of graphics drivers that fully deal with text measurement.
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each graphics device.
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string.
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without texture.
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for faster GL text rendering.
Also added new function gl_texture_pile_height(int) that sets the height of this pile.
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This is the simplification of GL font selection under X11 made possible
by the earlier patches from ucko.
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only support Cocoa and Quartz.
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work of Manolo Gouy (STR #2221). This is a big one! I tested all test applications under 32-bit autoconf and Xcode, and a few apps under 64bit intel. No PPC testing was done. Please verify this patch if you have the machine!
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also corrected function signatures in opengl.dox
added doxygen comments to FL/gl.h, src/gl_start.cxx, src/gl_draw.cxx
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sources. Also took this opportunity to sort the ifdef clauses so that USE_X11 shows first. Also added error pragma to enforce proper target checking, thus make even less assumptions.
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additions by Ian. PLEASE BE AWARE that the patch in its current incarnation is a regression in many aspects and further work is required before we can announce Unicode support.
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only used in the core files and not available to the user.
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like to ask the maintainers of the build environments to please
add these files to the setup:
src/fl_encoding_latin1.cxx
src/fl_encoding_mac_roman.cxx
I ADDED SOME DOCUMENTATION THAT NEEDS TO BE FIXED. Beeing not a
native English speaker, I have a hard time writing documentation.
Would someone please update my babbeling in
documentation/drawing.html? Thanks.
This commit fixes some very basic problems with OS X's code page in
preparation for the compose-character keyboard fix. It also fixes
issues with MS Windows and X11 not rendering the characters
in the Western (Latin-1) set between 0x80 and 0x9F. In the original
ISO font, they were unused, but are now assigned to international
characters like the Euro currency sign.
This patch also tries to fix one basic flaw with FLTK 1 and
font encoding. I will not put much more work into this because
FLTK 1.2 and FLTK 2 fix the problem entirely by using UTF-8
instead of 8-bit "C"-style strings.
All these changes are only meaningful for foreign language
users or users of special characters like the Euro, the Degree
or the Permille symbol. A short explanation follows.
Max OS X uses a different code page than X11 and Win32. This means
that all characters above 0x7f have an entirely different meaning.
If your source code contains international characters, your
text will appear different if you change to another OS. This patch
provides two functions that convert text with international
characters from the character set of the source code into the
local character set. Two more functions are provided to convert
them back. The functions are fl_latin1_to_local (source is in Win32
or X11), fl_mac_roman_to_local (source was written on OS X) and the
corresponding fl_local_to_latin1 and fl_local_to_mac_roman, which
are very useful if yoou want to store strings with intl. characters
that will be moved between systems.
All this is assuming a "Western" code page as it is common in
the Americas and most of Europe. User of other languages will have
to use FLTK 2.
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