fltk/test/fullscreen.cxx

220 lines
5.1 KiB
C++

/* fullscreen.C
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 seperate 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_Toggle_Light_Button.H>
#include <FL/math.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,w(),h());
}
glClear(GL_COLOR_BUFFER_BIT);
glColor3f(.5,.6,.7);
glBegin(GL_POLYGON);
for (int i=0; i<sides; i++) {
double ang = i*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
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);
}
int px,py,pw,ph;
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) {
px = w->x();
py = w->y();
pw = w->w();
ph = w->h();
w->fullscreen();
} else {
w->fullscreen_off(px,py,pw,ph);
}
}
#include <stdlib.h>
void exit_cb(Fl_Widget *, void *) {
exit(0);
}
#define NUMB 5
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) {
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);
Fl_Single_Window window(300,300+30*NUMB); window.end();
shape_window sw(10,10,window.w()-20,window.h()-30*NUMB-20);
#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-5;
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_Toggle_Light_Button b2(50,y,window.w()-60,30,"Border");
b2.callback(border_cb,w);
b2.set();
border_button = &b2;
y+=30;
Fl_Toggle_Light_Button b3(50,y,window.w()-60,30,"FullScreen");
b3.callback(fullscreen_cb,w);
y+=30;
Fl_Button eb(50,y,window.w()-60,30,"Exit");
eb.callback(exit_cb);
y+=30;
if (initfull) {b3.set(); b3.do_callback();}
window.end();
window.show(argc,argv);
return Fl::run();
}