mirror of https://github.com/fltk/fltk
244 lines
8.0 KiB
C++
244 lines
8.0 KiB
C++
//
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// "$Id$"
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//
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// OpenGL header file for the Fast Light Tool Kit (FLTK).
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//
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// Copyright 1998-2009 by Bill Spitzak and others.
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//
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// This library is free software; you can redistribute it and/or
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// modify it under the terms of the GNU Library General Public
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// License as published by the Free Software Foundation; either
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// version 2 of the License, or (at your option) any later version.
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//
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// This library is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
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// Library General Public License for more details.
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//
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// You should have received a copy of the GNU Library General Public
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// License along with this library; if not, write to the Free Software
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// Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307
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// USA.
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//
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// Please report all bugs and problems on the following page:
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//
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// http://www.fltk.org/str.php
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//
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/* \file
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Fl_Gl_Window widget . */
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#ifndef Fl_Gl_Window_H
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#define Fl_Gl_Window_H
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#include "Fl_Window.H"
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#ifndef GLContext
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/**
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Opaque pointer type to hide system specific implementation.
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*/
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typedef void* GLContext; // actually a GLXContext or HGLDC
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#endif
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class Fl_Gl_Choice; // structure to hold result of glXChooseVisual
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/**
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The Fl_Gl_Window widget sets things up so OpenGL works.
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It also keeps an OpenGL "context" for that window, so that changes to the
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lighting and projection may be reused between redraws. Fl_Gl_Window
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also flushes the OpenGL streams and swaps buffers after draw() returns.
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OpenGL hardware typically provides some overlay bit planes, which
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are very useful for drawing UI controls atop your 3D graphics. If the
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overlay hardware is not provided, FLTK tries to simulate the overlay.
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This works pretty well if your graphics are double buffered, but not
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very well for single-buffered.
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Please note that the FLTK drawing and clipping functions
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will not work inside an Fl_Gl_Window. All drawing
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should be done using OpenGL calls exclusively.
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Even though Fl_Gl_Window is derived from Fl_Group,
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it is not useful to add other FLTK Widgets as children,
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unless those widgets are modified to draw using OpenGL calls.
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*/
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class FL_EXPORT Fl_Gl_Window : public Fl_Window {
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int mode_;
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const int *alist;
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Fl_Gl_Choice *g;
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GLContext context_;
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char valid_f_;
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char damage1_; // damage() of back buffer
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virtual void draw_overlay();
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void init();
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void *overlay;
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void make_overlay();
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friend class _Fl_Gl_Overlay;
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static int can_do(int, const int *);
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int mode(int, const int *);
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public:
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void show();
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void show(int a, char **b) {Fl_Window::show(a,b);}
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void flush();
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void hide();
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void resize(int,int,int,int);
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/**
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Is turned off when FLTK creates a new context for this window or
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when the window resizes, and is turned on \e after draw() is called.
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You can use this inside your draw() method to avoid unnecessarily
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initializing the OpenGL context. Just do this:
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\code
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void mywindow::draw() {
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if (!valid()) {
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glViewport(0,0,w(),h());
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glFrustum(...);
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...other initialization...
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}
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if (!context_valid()) {
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...load textures, etc. ...
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}
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... draw your geometry here ...
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}
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\endcode
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You can turn valid() on by calling valid(1). You
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should only do this after fixing the transformation inside a draw()
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or after make_current(). This is done automatically after
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draw() returns.
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*/
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char valid() const {return valid_f_ & 1;}
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/**
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See char Fl_Gl_Window::valid() const
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*/
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void valid(char v) {if (v) valid_f_ |= 1; else valid_f_ &= 0xfe;}
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void invalidate();
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/**
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Will only be set if the
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OpenGL context is created or recreated. It differs from
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Fl_Gl_Window::valid() which is also set whenever the context
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changes size.
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*/
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char context_valid() const {return valid_f_ & 2;}
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/**
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See char Fl_Gl_Window::context_valid() const
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*/
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void context_valid(char v) {if (v) valid_f_ |= 2; else valid_f_ &= 0xfd;}
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/** Returns non-zero if the hardware supports the given or current OpenGL mode. */
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static int can_do(int m) {return can_do(m,0);}
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/** Returns non-zero if the hardware supports the given or current OpenGL mode. */
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static int can_do(const int *m) {return can_do(0, m);}
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/** Returns non-zero if the hardware supports the given or current OpenGL mode. */
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int can_do() {return can_do(mode_,alist);}
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/**
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Set or change the OpenGL capabilites of the window. The value can be
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any of the following OR'd together:
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- \c FL_RGB - RGB color (not indexed)
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- \c FL_RGB8 - RGB color with at least 8 bits of each color
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- \c FL_INDEX - Indexed mode
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- \c FL_SINGLE - not double buffered
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- \c FL_DOUBLE - double buffered
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- \c FL_ACCUM - accumulation buffer
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- \c FL_ALPHA - alpha channel in color
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- \c FL_DEPTH - depth buffer
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- \c FL_STENCIL - stencil buffer
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- \c FL_MULTISAMPLE - multisample antialiasing
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FL_RGB and FL_SINGLE have a value of zero, so they
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are "on" unless you give FL_INDEX or FL_DOUBLE.
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If the desired combination cannot be done, FLTK will try turning off
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FL_MULTISAMPLE. If this also fails the show() will call
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Fl::error() and not show the window.
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You can change the mode while the window is displayed. This is most
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useful for turning double-buffering on and off. Under X this will
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cause the old X window to be destroyed and a new one to be created. If
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this is a top-level window this will unfortunately also cause the
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window to blink, raise to the top, and be de-iconized, and the xid()
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will change, possibly breaking other code. It is best to make the GL
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window a child of another window if you wish to do this!
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mode() must not be called within draw() since it
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changes the current context.
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*/
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Fl_Mode mode() const {return (Fl_Mode)mode_;}
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/** See Fl_Mode mode() const */
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int mode(int a) {return mode(a,0);}
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/** See Fl_Mode mode() const */
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int mode(const int *a) {return mode(0, a);}
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/** void See void context(void* v, int destroy_flag) */
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void* context() const {return context_;}
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void context(void*, int destroy_flag = 0);
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void make_current();
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void swap_buffers();
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void ortho();
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/**
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Returns true if the hardware overlay is possible. If this is false,
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FLTK will try to simulate the overlay, with significant loss of update
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speed. Calling this will cause FLTK to open the display.
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*/
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int can_do_overlay();
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/**
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This method causes draw_overlay() to be called at a later time.
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Initially the overlay is clear. If you want the window to display
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something in the overlay when it first appears, you must call this
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immediately after you show() your window.
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*/
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void redraw_overlay();
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void hide_overlay();
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/**
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The make_overlay_current() method selects the OpenGL context
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for the widget's overlay. It is called automatically prior to the
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draw_overlay() method being called and can also be used to
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implement feedback and/or selection within the handle()
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method.
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*/
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void make_overlay_current();
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/** Returns an Fl_Gl_Window pointer if this widget is an Fl_Gl_Window.
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\retval NULL if this widget is not derived from Fl_Gl_Window.
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\note This method is provided to avoid dynamic_cast.
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\todo More documentation ...
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*/
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virtual Fl_Gl_Window* as_gl_window() {return this;}
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~Fl_Gl_Window();
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/**
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Creates a new Fl_Gl_Window widget using the given size, and label string.
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The default boxtype is FL_NO_BOX. The default mode is FL_RGB|FL_DOUBLE|FL_DEPTH.
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*/
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Fl_Gl_Window(int W, int H, const char *l=0) : Fl_Window(W,H,l) {init();}
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/**
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Creates a new Fl_Gl_Window widget using the given position,
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size, and label string. The default boxtype is FL_NO_BOX. The
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default mode is FL_RGB|FL_DOUBLE|FL_DEPTH.
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*/
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Fl_Gl_Window(int X, int Y, int W, int H, const char *l=0)
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: Fl_Window(X,Y,W,H,l) {init();}
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protected:
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/**
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Draws the Fl_Gl_Window.
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You \e \b must override the draw() method.
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*/
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virtual void draw();
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};
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#endif
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//
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// End of "$Id$".
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//
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