74cbd55745
git-svn-id: file:///fltk/svn/fltk/branches/branch-1.3@6287 ea41ed52-d2ee-0310-a9c1-e6b18d33e121
193 lines
8.2 KiB
Plaintext
193 lines
8.2 KiB
Plaintext
/**
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\page glut D - GLUT Compatibility
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<P>This appendix describes the GLUT compatibility header file supplied with FLTK. FLTK's GLUT compatibility is based on the original GLUT 3.7 and the follow-on FreeGLUT 2.4.0 libraries.</P>
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<H2>Using the GLUT Compatibility Header File</H2>
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<P>You should be able to compile existing GLUT source code by including <TT><FL/glut.H></TT> instead of <TT><GL/glut.h></TT>. This can be done by editing the source, by changing the <TT>-I</TT> switches to the compiler, or by providing a symbolic link from <TT>GL/glut.h</TT> to <TT>FL/glut.H</TT>.</P>
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<P><I>All files calling GLUT procedures must be compiled with C++</I>. You may have to alter them slightly to get them to compile without warnings, and you may have to rename them to get make to use the C++ compiler.</P>
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<P>You must link with the FLTK library. Most of <TT>FL/glut.H</TT> is inline functions. You should take a look at it (and maybe at <TT>test/glpuzzle.cxx</TT> in the FLTK source) if you are having trouble porting your GLUT program. </P>
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<P>This has been tested with most of the demo programs that come with the GLUT and FreeGLUT distributions.</P>
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<H2>Known Problems</H2>
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<P>The following functions and/or arguments to functions are missing, and
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you will have to replace them or comment them out for your code to
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compile:
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<UL>
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<LI><TT>glutGet(GLUT_ELAPSED_TIME)</TT></LI>
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<LI><TT>glutGet(GLUT_SCREEN_HEIGHT_MM)</TT></LI>
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<LI><TT>glutGet(GLUT_SCREEN_WIDTH_MM)</TT></LI>
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<LI><TT>glutGet(GLUT_WINDOW_NUM_CHILDREN)</TT></LI>
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<LI><TT>glutInitDisplayMode(GLUT_LUMINANCE)</TT></LI>
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<LI><TT>glutLayerGet(GLUT_HAS_OVERLAY)</TT></LI>
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<LI><TT>glutLayerGet(GLUT_LAYER_IN_USE)</TT></LI>
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<LI><TT>glutPushWindow()</TT></LI>
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<LI><TT>glutSetColor(), glutGetColor(), glutCopyColormap()</TT></LI>
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<LI><TT>glutVideoResize()</TT> missing. </LI>
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<LI><TT>glutWarpPointer()</TT></LI>
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<LI><TT>glutWindowStatusFunc()</TT></LI>
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<LI>Spaceball, buttonbox, dials, and tablet functions</LI>
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</UL>
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Most of the symbols/enumerations have different values than GLUT uses.
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This will break code that relies on the actual values. The only
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symbols guaranteed to have the same values are true/false pairs like <TT>
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GLUT_DOWN</TT> and <TT>GLUT_UP</TT>, mouse buttons <TT>
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GLUT_LEFT_BUTTON, GLUT_MIDDLE_BUTTON, GLUT_RIGHT_BUTTON</TT>, and <TT>
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GLUT_KEY_F1</TT> thru <TT>F12</TT>.
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<P>The strings passed as menu labels are not copied. </P>
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<P><TT>glutPostRedisplay()</TT> does not work if called from inside a
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display function. You must use <TT>glutIdleFunc()</TT> if you want
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your display to update continuously. </P>
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<P><TT>glutSwapBuffers()</TT> does not work from inside a display
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function. This is on purpose, because FLTK swaps the buffers for you. </P>
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<P><TT>glutUseLayer()</TT> does not work well, and should only be used
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to initialize transformations inside a resize callback. You should
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redraw overlays by using <TT>glutOverlayDisplayFunc()</TT>. </P>
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<P>Overlays are cleared before the overlay display function is called. <TT>
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glutLayerGet(GLUT_OVERLAY_DAMAGED)</TT> always returns true for
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compatibility with some GLUT overlay programs. You must rewrite your
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code so that <TT>gl_color()</TT> is used to choose colors in an
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overlay, or you will get random overlay colors. </P>
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<P><TT>glutSetCursor(GLUT_CURSOR_FULL_CROSSHAIR)</TT> just results in a
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small crosshair. </P>
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<P>The fonts used by <TT>glutBitmapCharacter() and glutBitmapWidth()</TT>
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may be different. </P>
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<P><TT>glutInit(argc,argv)</TT> will consume different switches than
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GLUT does. It accepts the switches recognized by <A href="Fl.html#Fl.args">
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<TT>Fl::args()</TT></A>, and will accept any abbreviation of these
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switches (such as "-di" for "-display"). </P>
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<H2>Mixing GLUT and FLTK Code</H2>
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You can make your GLUT window a child of a <TT>Fl_Window</TT> with the
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following scheme. The biggest trick is that GLUT insists on <TT>show()</TT>
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'ing the window at the point it is created, which means the <TT>
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Fl_Window</TT> parent window must already be shown.
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<UL>
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<LI>Don't call <TT>glutInit()</TT>. </LI>
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<LI>Create your <TT>Fl_Window</TT>, and any FLTK widgets. Leave a
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blank area in the window for your GLUT window. </LI>
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<LI><TT>show()</TT> the <TT>Fl_Window</TT>. Perhaps call <TT>
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show(argc,argv)</TT>. </LI>
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<LI>Call <TT>window->begin()</TT> so that the GLUT window will be
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automatically added to it. </LI>
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<LI>Use <TT>glutInitWindowSize()</TT> and <TT>glutInitWindowPosition()</TT>
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to set the location in the parent window to put the GLUT window. </LI>
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<LI>Put your GLUT code next. It probably does not need many changes.
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Call <TT>window->end()</TT> immediately after the <TT>
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glutCreateWindow()</TT>! </LI>
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<LI>You can call either <TT>glutMainLoop()</TT>, <TT>Fl::run()</TT>, or
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loop calling <TT>Fl::wait()</TT> to run the program. </LI>
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</UL>
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<HR break>
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<H2><A name=Fl_Glut_Window>class Fl_Glut_Window</A></H2>
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<HR>
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<H3>Class Hierarchy</H3>
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\code
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<A href=Fl_Gl_Window.html#Fl_Gl_Window>Fl_Gl_Window</A>
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+----<B>Fl_Glut_Window</B>
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\endcode
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<H3>Include Files</H3>
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\code
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#include <FL/glut.H>
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\endcode
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<H3>Description</H3>
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Each GLUT window is an instance of this class. You may find it useful
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to manipulate instances directly rather than use GLUT window id's.
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These may be created without opening the display, and thus can fit
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better into FLTK's method of creating windows.
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<P>The current GLUT window is available in the global variable <TT>
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glut_window</TT>. </P>
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<P><TT>new Fl_Glut_Window(...)</TT> is the same as <TT>
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glutCreateWindow()</TT> except it does not <TT>show()</TT> the window
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or make the window current. </P>
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<P><TT>window->make_current()</TT> is the same as <TT>
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glutSetWindow(number)</TT>. If the window has not had <TT>show()</TT>
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called on it yet, some functions that assumme an OpenGL context will
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not work. If you do <TT>show()</TT> the window, call <TT>make_current()</TT>
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again to set the context. </P>
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<P><TT>~Fl_Glut_Window()</TT> is the same as <TT>glutDestroyWindow()</TT>
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. </P>
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<H3>Members</H3>
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The <TT>Fl_Glut_Window</TT> class contains several public members that can
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be altered directly:
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<CENTER><TABLE WIDTH="80%" BORDER="1" ALT="Fl_Glut_Window public members.">
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<TR>
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<TH>member</TH>
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<TH>description</TH>
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</TR>
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<TR>
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<TD>display</TD>
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<TD>A pointer to the function to call to draw the normal planes.</TD>
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</TR>
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<TR>
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<TD>entry</TD>
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<TD>A pointer to the function to call when the mouse moves into
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or out of the window.</TD>
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</TR>
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<TR>
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<TD>keyboard</TD>
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<TD>A pointer to the function to call when a regular key is pressed.</TD>
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</TR>
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<TR>
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<TD>menu[3]</TD>
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<TD>The menu to post when one of the mouse buttons is pressed.</TD>
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</TR>
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<TR>
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<TD>mouse</TD>
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<TD>A pointer to the function to call when a button is pressed or
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released.</TD>
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</TR>
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<TR>
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<TD>motion</TD>
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<TD>A pointer to the function to call when the mouse is moved with
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a button down.</TD>
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</TR>
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<TR>
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<TD>overlaydisplay</TD>
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<TD>A pointer to the function to call to draw the overlay planes.</TD>
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</TR>
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<TR>
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<TD>passivemotion</TD>
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<TD>A pointer to the function to call when the mouse is moved with
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no buttons down.</TD>
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</TR>
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<TR>
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<TD>reshape</TD>
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<TD>A pointer to the function to call when the window is resized.</TD>
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</TR>
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<TR>
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<TD>special</TD>
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<TD>A pointer to the function to call when a special key is pressed.</TD>
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</TR>
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<TR>
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<TD>visibility</TD>
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<TD>A pointer to the function to call when the window is iconified
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or restored (made visible.)</TD>
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</TR>
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</TABLE></CENTER>
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<H3>Methods</H3>
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<UL>
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<LI><A href=#Fl_Glut_Window.Fl_Glut_Window>Fl_Glut_Window</A></LI>
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<LI><A href=#Fl_Glut_Window.~Fl_Glut_Window>~Fl_Glut_Window</A></LI>
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<LI><A href=#Fl_Glut_Window.make_current>make_current</A></LI>
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</UL>
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<H4><A name=Fl_Glut_Window.Fl_Glut_Window>
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Fl_Glut_Window::Fl_Glut_Window(int x, int y, int w, int h, const char
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*title = 0)
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<BR> Fl_Glut_Window::Fl_Glut_Window(int w, int h, const char *title = 0)</A>
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</H4>
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The first constructor takes 4 int arguments to create the window with
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a preset position and size. The second constructor with 2 arguments
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will create the window with a preset size, but the window manager will
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choose the position according to it's own whims.
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<H4><A name=Fl_Glut_Window.~Fl_Glut_Window>virtual
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Fl_Glut_Window::~Fl_Glut_Window()</A></H4>
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Destroys the GLUT window.
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<H4><A name="Fl_Glut_Window.make_current">void Fl_Glut_Window::make_current()</A></H4>
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Switches all drawing functions to the GLUT window.
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*/
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