altogether for subwindows; keep it unchanged for windows.
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it covers the dock and the system menu bar. The default behavior of a subwindow of such
a fullscreen window is to be prevented to cover the menu bar (which makes not much sense
because this bar is covered by the main window). If the location of the subwindow within
its parent window expected by FLTK would have it cover the menu bar, Mac OS moves
it down. The subwindow therefore does not lie where FLTK wants it.
This patch overrides the adequate method of the NSWindow class to prevent this bad behavior.
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as child of an FLTK window when turning a window full-screen.
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whereas OpenGL window capture returns RGBA as before. Capturing a window with subwindow(s)
requires ARGB <--> RGBA conversion when Quartz and OpenGL windows are mixed.
The OpenGL-inside-Quartz case was taken care of before.
Here, the Quartz-inside-OpenGL case is properly handled.
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enclosing window when they are programmatically resized or moved.
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Allow proper initial display of a subwindow-containing window in iconized state
(previously, the subwindow was not displayed in the icon).
Also fixes a problem with subwindows when the screen resolution was changed
while the window was iconized.
Tested with Mac OS 10.11, 10.6 and 10.3.
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is done by cmd-click rather than ctrl-click, as is expected on this platform.
Also, updated the documentation to describe the effects of ctrl-, shift- and cmd-clicks.
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On the X11/MSWindows platforms, this requires external installation of the GLEW library.
This fixes STR#3198 and STR#3257.
Added two new examples programs.
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when an ARGB system image is converted to the RGBA format.
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the app draws directly to it, without using Fl_Image_Surface::draw(Fl_Widget*, int, int).
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The new code does not call fl_begin_offscreen() in set_current().
That is safer because there is not always a matching fl_end_offscreen().
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subject to change, and that Fl_Gl_Window::mode(int a) is the adequate stable API.
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2) improved window creation in iconized state (child windows still don't show in icon, though).
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1) Fl_Gl_Window::mode(int m) is platform-independent and uses an argument containing bit flags
(e.g., FL_DOUBLE, FL_RGB8) to express desired capabilities. The m argument is assigned to
the mode_ private member variable of the Fl_Gl_Window object.
2) Fl_Gl_Window::mode(const int *a) is highly platform-dependent. It uses a zero-ending
array of attributes or attribute-value pairs to express capabilities. This member function
can be used on the X11 and the Mac OS platforms, but not with MSWindows.
Before this patch, the mode_ private member variable of the Fl_Gl_Window object
is assigned 0 by this member function.
The Fl_Gl_Window::flush() member function tests whether the FL_DOUBLE flag
is ON in the mode_ variable, and changes code path accordingly. Therefore,
the second API to control OpenGL capabilities fails when a double-buffered
GL context is required, because the code path followed by Fl_Gl_Window::flush()
does not match the GL context requirements.
With this patch, Fl_Gl_Window::mode(const int *a) scans the content of its
array argument, and sets the FL_DOUBLE bit of the mode_ member variable
if the array requires a double-buffered GL context.
This patch does that for the X11 platform. The same was introduced for the
Mac OS platform at r. 10854. The MSWindows platform does not use the
Fl_Gl_Window::mode(const int *a) API.
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Fl_Gl_Window::(const int *a) member function that uses a zero-ending
array of system-dependent attributes.
This procedure failed whenever a double buffer was asked for.
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The argument 'draw_symbols' was inconsistently set with the intended
tooltip label alignment. This was confusing, but didn't do any harm
since the value was != 0 anyway.
Also added the 'image' and 'draw_symbols' argument to fl_draw() call.
Defined static constant draw_symbols_ for potential later inclusion in
Fl_Tooltip class and code clarification.
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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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it is necessary only if all GL windows have been deleted.
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