fltk/test/fullscreen.cxx
Manolo Gouy f3a84c0ee5 Changed OpenGL support for the Mac OS X platform: use cocoa instead of 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.


git-svn-id: file:///fltk/svn/fltk/branches/branch-1.3@10498 ea41ed52-d2ee-0310-a9c1-e6b18d33e121
2014-12-20 07:19:23 +00:00

351 lines
8.5 KiB
C++

//
// "$Id$"
//
//
// Copyright 1998-2010 by Bill Spitzak and others.
//
// This library is free software. Distribution and use rights are outlined in
// the file "COPYING" which should have been included with this file. If this
// file is missing or damaged, see the license at:
//
// http://www.fltk.org/COPYING.php
//
// Please report all bugs and problems on the following page:
//
// http://www.fltk.org/str.php
//
//
// Fullscreen test program for the Fast Light Tool Kit (FLTK).
//
// This demo shows how to do many of the window manipulations that
// are popular on SGI programs, even though X does not really like
// them. You can toggle the border on/off, change the visual to
// switch between single/double buffer, and make the window take
// over the screen.
//
// Normally the program makes a single window with a child GL window.
// This simulates a program where the 3D display is surrounded by
// control knobs. Running the program with an argument will
// make it make a seperate GL window from the controls window. This
// simulates a (older?) style program where the graphics display is
// a different window than the controls.
//
// This program reports how many times it redraws the window to
// stdout, so you can see how much time it is wasting. It appears
// to be impossible to prevent X from sending redundant resize
// events, so there are extra redraws. But the way I have the
// code arranged here seems to be keeping that to a minimu.
//
// Apparently unavoidable bugs:
//
// Turning the border on causes an unnecessary redraw.
//
// Turning off full screen when the border is on causes an unnecessary
// resize and redraw when the program turns the border on.
//
// If it is a separate window, turning double buffering on and off
// will cause the window to raise, deiconize, and possibly move. You
// can avoid this by making the Fl_Gl_Window a child of a normal
// window.
#include <config.h>
#include <FL/Fl.H>
#include <FL/Fl_Single_Window.H>
#include <FL/Fl_Hor_Slider.H>
#include <FL/Fl_Input.H>
#include <FL/Fl_Menu_Button.H>
#include <FL/Fl_Toggle_Light_Button.H>
#include <FL/math.h>
#include <FL/fl_ask.H>
#include <FL/Fl_Browser.H>
#include <stdio.h>
#if HAVE_GL
#include <FL/gl.h>
#include <FL/Fl_Gl_Window.H>
class shape_window : public Fl_Gl_Window {
void draw();
public:
int sides;
shape_window(int x,int y,int w,int h,const char *l=0);
};
shape_window::shape_window(int x,int y,int w,int h,const char *l) :
Fl_Gl_Window(x,y,w,h,l) {
sides = 3;
}
void shape_window::draw() {
printf("drawing size %d %d\n",w(),h());
if (!valid()) {
valid(1);
// printf("init\n");
glLoadIdentity();
glViewport(0,0,pixel_w(),pixel_h());
}
glClear(GL_COLOR_BUFFER_BIT);
glColor3f(.5,.6,.7);
glBegin(GL_POLYGON);
for (int j = 0; j < sides; j ++) {
double ang = j*2*M_PI/sides;
glVertex3f(cos(ang),sin(ang),0);
}
glEnd();
}
#else
#include <FL/fl_draw.H>
class shape_window : public Fl_Window {
void draw();
public:
int sides;
shape_window(int x,int y,int w,int h,const char *l=0);
};
shape_window::shape_window(int x,int y,int w,int h,const char *l) :
Fl_Window(x,y,w,h,l) {
sides = 3;
}
void shape_window::draw() {
fl_color(0);
fl_rectf(0,0,w(),h());
fl_font(0,20);
fl_color(7);
fl_draw("This requires GL",0,0,w(),h(),FL_ALIGN_CENTER);
}
#endif
class fullscreen_window : public Fl_Single_Window {
public:
fullscreen_window(int W, int H, const char *t=0);
int handle (int e);
Fl_Toggle_Light_Button *b3;
Fl_Toggle_Light_Button *b4;
};
fullscreen_window::fullscreen_window(int W, int H, const char *t) : Fl_Single_Window(W, H, t) {
}
int fullscreen_window::handle(int e) {
if (e == FL_FULLSCREEN) {
printf("Received FL_FULLSCREEN event\n");
b3->value(fullscreen_active());
}
if (Fl_Single_Window::handle(e)) return 1;
return 0;
}
void sides_cb(Fl_Widget *o, void *p) {
shape_window *sw = (shape_window *)p;
sw->sides = int(((Fl_Slider *)o)->value());
sw->redraw();
}
#if HAVE_GL
void double_cb(Fl_Widget *o, void *p) {
shape_window *sw = (shape_window *)p;
int d = ((Fl_Button *)o)->value();
sw->mode(d ? Fl_Mode(FL_DOUBLE|FL_RGB) : FL_RGB);
}
#else
void double_cb(Fl_Widget *, void *) {}
#endif
void border_cb(Fl_Widget *o, void *p) {
Fl_Window *w = (Fl_Window *)p;
int d = ((Fl_Button *)o)->value();
w->border(d);
#if defined(WIN32) || defined(__APPLE__)
int wx = w->x(), wy = w->y();
w->hide(); w->show();
w->position(wx, wy);
#endif
}
Fl_Button *border_button;
void fullscreen_cb(Fl_Widget *o, void *p) {
Fl_Window *w = (Fl_Window *)p;
int d = ((Fl_Button *)o)->value();
if (d) {
w->fullscreen();
#ifndef WIN32 // update our border state in case border was turned off
border_button->value(w->border());
#endif
} else {
w->fullscreen_off();
}
}
void allscreens_cb(Fl_Widget *o, void *p) {
Fl_Window *w = (Fl_Window *)p;
int d = ((Fl_Button *)o)->value();
if (d) {
int top, bottom, left, right;
int top_y, bottom_y, left_x, right_x;
int sx, sy, sw, sh;
top = bottom = left = right = 0;
Fl::screen_xywh(sx, sy, sw, sh, 0);
top_y = sy;
bottom_y = sy + sh;
left_x = sx;
right_x = sx + sw;
for (int i = 1;i < Fl::screen_count();i++) {
Fl::screen_xywh(sx, sy, sw, sh, i);
if (sy < top_y) {
top = i;
top_y = sy;
}
if ((sy + sh) > bottom_y) {
bottom = i;
bottom_y = sy + sh;
}
if (sx < left_x) {
left = i;
left_x = sx;
}
if ((sx + sw) > right_x) {
right = i;
right_x = sx + sw;
}
}
w->fullscreen_screens(top, bottom, left, right);
} else {
w->fullscreen_screens(-1, -1, -1, -1);
}
}
void update_screeninfo(Fl_Widget *b, void *p) {
Fl_Browser *browser = (Fl_Browser *)p;
int x, y, w, h;
char line[128];
browser->clear();
sprintf(line, "Main screen work area: %dx%d@%d,%d", Fl::w(), Fl::h(), Fl::x(), Fl::y());
browser->add(line);
Fl::screen_work_area(x, y, w, h);
sprintf(line, "Mouse screen work area: %dx%d@%d,%d", w, h, x, y);
browser->add(line);
for (int n = 0; n < Fl::screen_count(); n++) {
int x, y, w, h;
Fl::screen_xywh(x, y, w, h, n);
sprintf(line, "Screen %d: %dx%d@%d,%d", n, w, h, x, y);
browser->add(line);
Fl::screen_work_area(x, y, w, h, n);
sprintf(line, "Work area %d: %dx%d@%d,%d", n, w, h, x, y);
browser->add(line);
}
}
#include <stdlib.h>
void exit_cb(Fl_Widget *, void *) {
exit(0);
}
#define NUMB 8
int twowindow = 0;
int initfull = 0;
int arg(int, char **argv, int &i) {
if (argv[i][1] == '2') {twowindow = 1; i++; return 1;}
if (argv[i][1] == 'f') {initfull = 1; i++; return 1;}
return 0;
}
int main(int argc, char **argv) {
Fl::use_high_res_GL(1);
int i=0;
if (Fl::args(argc,argv,i,arg) < argc)
Fl::fatal("Options are:\n -2 = 2 windows\n -f = startup fullscreen\n%s",Fl::help);
fullscreen_window window(400,400+30*NUMB); window.end();
shape_window sw(10,10,window.w()-20,window.h()-30*NUMB-120);
#if HAVE_GL
sw.mode(FL_RGB);
#endif
Fl_Window *w;
if (twowindow) { // make it's own window
sw.resizable(&sw);
w = &sw;
window.set_modal(); // makes controls stay on top when fullscreen pushed
argc--;
sw.show();
} else { // otherwise make a subwindow
window.add(sw);
window.resizable(&sw);
w = &window;
}
window.begin();
int y = window.h()-30*NUMB-105;
Fl_Hor_Slider slider(50,y,window.w()-60,30,"Sides:");
slider.align(FL_ALIGN_LEFT);
slider.callback(sides_cb,&sw);
slider.value(sw.sides);
slider.step(1);
slider.bounds(3,40);
y+=30;
Fl_Toggle_Light_Button b1(50,y,window.w()-60,30,"Double Buffered");
b1.callback(double_cb,&sw);
y+=30;
Fl_Input i1(50,y,window.w()-60,30, "Input");
y+=30;
Fl_Toggle_Light_Button b2(50,y,window.w()-60,30,"Border");
b2.callback(border_cb,w);
b2.set();
border_button = &b2;
y+=30;
window.b3 = new Fl_Toggle_Light_Button(50,y,window.w()-60,30,"FullScreen");
window.b3->callback(fullscreen_cb,w);
y+=30;
window.b4 = new Fl_Toggle_Light_Button(50,y,window.w()-60,30,"All Screens");
window.b4->callback(allscreens_cb,w);
y+=30;
Fl_Button eb(50,y,window.w()-60,30,"Exit");
eb.callback(exit_cb);
y+=30;
Fl_Browser *browser = new Fl_Browser(50,y,window.w()-60,100);
update_screeninfo(0, browser);
y+=100;
Fl_Button update(50,y,window.w()-60,30,"Update");
update.callback(update_screeninfo, browser);
y+=30;
if (initfull) {window.b3->set(); window.b3->do_callback();}
window.end();
window.show(argc,argv);
return Fl::run();
}
//
// End of "$Id$".
//