ce00f59b5b
There are no real changes in this commit but it removes all trailing white space from our source files. This avoids problems when applying patches and making diffs and it would be nice to prevent it from reappearing. git-svn-id: https://svn.wxwidgets.org/svn/wx/wxWidgets/trunk@65680 c3d73ce0-8a6f-49c7-b76d-6d57e0e08775
246 lines
8.5 KiB
C++
246 lines
8.5 KiB
C++
/////////////////////////////////////////////////////////////////////////////
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// Name: wx/glcanvas.h
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// Purpose: wxGLCanvas base header
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// Author: Julian Smart
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// Modified by:
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// Created:
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// Copyright: (c) Julian Smart
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// RCS-ID: $Id$
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// Licence: wxWindows licence
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/////////////////////////////////////////////////////////////////////////////
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#ifndef _WX_GLCANVAS_H_BASE_
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#define _WX_GLCANVAS_H_BASE_
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#include "wx/defs.h"
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#if wxUSE_GLCANVAS
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#include "wx/app.h"
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#include "wx/palette.h"
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#include "wx/window.h"
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class WXDLLIMPEXP_FWD_GL wxGLCanvas;
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class WXDLLIMPEXP_FWD_GL wxGLContext;
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// ----------------------------------------------------------------------------
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// Constants for attributes list
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// ----------------------------------------------------------------------------
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// Notice that not all implementation support options such as stereo, auxiliary
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// buffers, alpha channel, and accumulator buffer, use IsDisplaySupported() to
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// check for individual attributes support.
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enum
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{
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WX_GL_RGBA = 1, // use true color palette (on if no attrs specified)
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WX_GL_BUFFER_SIZE, // bits for buffer if not WX_GL_RGBA
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WX_GL_LEVEL, // 0 for main buffer, >0 for overlay, <0 for underlay
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WX_GL_DOUBLEBUFFER, // use double buffering (on if no attrs specified)
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WX_GL_STEREO, // use stereoscopic display
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WX_GL_AUX_BUFFERS, // number of auxiliary buffers
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WX_GL_MIN_RED, // use red buffer with most bits (> MIN_RED bits)
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WX_GL_MIN_GREEN, // use green buffer with most bits (> MIN_GREEN bits)
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WX_GL_MIN_BLUE, // use blue buffer with most bits (> MIN_BLUE bits)
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WX_GL_MIN_ALPHA, // use alpha buffer with most bits (> MIN_ALPHA bits)
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WX_GL_DEPTH_SIZE, // bits for Z-buffer (0,16,32)
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WX_GL_STENCIL_SIZE, // bits for stencil buffer
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WX_GL_MIN_ACCUM_RED, // use red accum buffer with most bits (> MIN_ACCUM_RED bits)
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WX_GL_MIN_ACCUM_GREEN, // use green buffer with most bits (> MIN_ACCUM_GREEN bits)
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WX_GL_MIN_ACCUM_BLUE, // use blue buffer with most bits (> MIN_ACCUM_BLUE bits)
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WX_GL_MIN_ACCUM_ALPHA, // use alpha buffer with most bits (> MIN_ACCUM_ALPHA bits)
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WX_GL_SAMPLE_BUFFERS, // 1 for multisampling support (antialiasing)
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WX_GL_SAMPLES // 4 for 2x2 antialising supersampling on most graphics cards
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};
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#define wxGLCanvasName wxT("GLCanvas")
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// ----------------------------------------------------------------------------
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// wxGLContextBase: OpenGL rendering context
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// ----------------------------------------------------------------------------
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class WXDLLIMPEXP_GL wxGLContextBase : public wxObject
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{
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public:
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/*
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The derived class should provide a ctor with this signature:
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wxGLContext(wxGLCanvas *win, const wxGLContext *other = NULL);
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*/
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// set this context as the current one
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virtual bool SetCurrent(const wxGLCanvas& win) const = 0;
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};
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// ----------------------------------------------------------------------------
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// wxGLCanvasBase: window which can be used for OpenGL rendering
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// ----------------------------------------------------------------------------
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class WXDLLIMPEXP_GL wxGLCanvasBase : public wxWindow
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{
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public:
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// default ctor doesn't initialize the window, use Create() later
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wxGLCanvasBase();
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virtual ~wxGLCanvasBase();
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/*
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The derived class should provide a ctor with this signature:
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wxGLCanvas(wxWindow *parent,
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wxWindowID id = wxID_ANY,
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int* attribList = 0,
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const wxPoint& pos = wxDefaultPosition,
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const wxSize& size = wxDefaultSize,
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long style = 0,
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const wxString& name = wxGLCanvasName,
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const wxPalette& palette = wxNullPalette);
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*/
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// operations
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// ----------
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// set the given context associated with this window as the current one
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bool SetCurrent(const wxGLContext& context) const;
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// flush the back buffer (if we have it)
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virtual bool SwapBuffers() = 0;
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// accessors
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// ---------
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// check if the given attributes are supported without creating a canvas
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static bool IsDisplaySupported(const int *attribList);
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const wxPalette *GetPalette() const { return &m_palette; }
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// miscellaneous helper functions
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// ------------------------------
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// call glcolor() for the colour with the given name, return false if
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// colour not found
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bool SetColour(const wxString& colour);
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// return true if the extension with given name is supported
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//
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// notice that while this function is implemented for all of GLX, WGL and
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// AGL the extensions names are usually not the same for different
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// platforms and so the code using it still usually uses conditional
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// compilation
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static bool IsExtensionSupported(const char *extension);
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// deprecated methods using the implicit wxGLContext
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#if WXWIN_COMPATIBILITY_2_8
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wxDEPRECATED( wxGLContext* GetContext() const );
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wxDEPRECATED( void SetCurrent() );
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wxDEPRECATED( void OnSize(wxSizeEvent& event) );
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#endif // WXWIN_COMPATIBILITY_2_8
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#ifdef __WXUNIVERSAL__
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// resolve the conflict with wxWindowUniv::SetCurrent()
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virtual bool SetCurrent(bool doit) { return wxWindow::SetCurrent(doit); };
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#endif
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protected:
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// override this to implement SetColour() in GL_INDEX_MODE
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// (currently only implemented in wxX11 and wxMotif ports)
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virtual int GetColourIndex(const wxColour& WXUNUSED(col)) { return -1; }
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// create default palette if we're not using RGBA mode
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// (not supported in most ports)
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virtual wxPalette CreateDefaultPalette() { return wxNullPalette; }
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// check if the given extension name is present in the space-separated list
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// of extensions supported by the current implementation such as returned
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// by glXQueryExtensionsString() or glGetString(GL_EXTENSIONS)
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static bool IsExtensionInList(const char *list, const char *extension);
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wxPalette m_palette;
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#if WXWIN_COMPATIBILITY_2_8
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wxGLContext *m_glContext;
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#endif // WXWIN_COMPATIBILITY_2_8
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};
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// ----------------------------------------------------------------------------
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// wxGLApp: a special wxApp subclass for OpenGL applications which must be used
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// to select a visual compatible with the given attributes
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// ----------------------------------------------------------------------------
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class WXDLLIMPEXP_GL wxGLAppBase : public wxApp
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{
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public:
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wxGLAppBase() : wxApp() { }
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// use this in the constructor of the user-derived wxGLApp class to
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// determine if an OpenGL rendering context with these attributes
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// is available - returns true if so, false if not.
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virtual bool InitGLVisual(const int *attribList) = 0;
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};
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#if defined(__WXMSW__)
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#include "wx/msw/glcanvas.h"
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#elif defined(__WXMOTIF__) || defined(__WXX11__)
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#include "wx/x11/glcanvas.h"
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#elif defined(__WXGTK20__)
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#include "wx/gtk/glcanvas.h"
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#elif defined(__WXGTK__)
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#include "wx/gtk1/glcanvas.h"
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#elif defined(__WXMAC__)
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#include "wx/osx/glcanvas.h"
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#elif defined(__WXCOCOA__)
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#include "wx/cocoa/glcanvas.h"
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#else
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#error "wxGLCanvas not supported in this wxWidgets port"
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#endif
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// wxMac and wxMSW don't need anything extra in wxGLAppBase, so declare it here
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#ifndef wxGL_APP_DEFINED
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class WXDLLIMPEXP_GL wxGLApp : public wxGLAppBase
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{
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public:
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wxGLApp() : wxGLAppBase() { }
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virtual bool InitGLVisual(const int *attribList);
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private:
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DECLARE_DYNAMIC_CLASS(wxGLApp)
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};
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#endif // !wxGL_APP_DEFINED
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// ----------------------------------------------------------------------------
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// wxGLAPI: an API wrapper that allows the use of 'old' APIs even on OpenGL
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// platforms that don't support it natively anymore, if the APIs are available
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// it's a mere redirect
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// ----------------------------------------------------------------------------
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#ifndef wxUSE_OPENGL_EMULATION
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#define wxUSE_OPENGL_EMULATION 0
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#endif
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class WXDLLIMPEXP_GL wxGLAPI : public wxObject
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{
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public:
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wxGLAPI();
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~wxGLAPI();
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static void glFrustum(GLfloat left, GLfloat right, GLfloat bottom,
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GLfloat top, GLfloat zNear, GLfloat zFar);
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static void glBegin(GLenum mode);
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static void glTexCoord2f(GLfloat s, GLfloat t);
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static void glVertex3f(GLfloat x, GLfloat y, GLfloat z);
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static void glNormal3f(GLfloat nx, GLfloat ny, GLfloat nz);
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static void glColor4f(GLfloat r, GLfloat g, GLfloat b, GLfloat a);
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static void glColor3f(GLfloat r, GLfloat g, GLfloat b);
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static void glEnd();
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};
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#endif // wxUSE_GLCANVAS
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#endif // _WX_GLCANVAS_H_BASE_
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