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📄 glcanvas.h

📁 很牛的GUI源码wxWidgets-2.8.0.zip 可在多种平台下运行.
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/////////////////////////////////////////////////////////////////////////////// Name:        wx/mac/classic/glcanvas.h// Purpose:     wxGLCanvas, for using OpenGL with wxWidgets under Macintosh// Author:      Stefan Csomor// Modified by:// Created:     1998-01-01// RCS-ID:      $Id: glcanvas.h,v 1.9 2006/11/06 00:57:40 VZ Exp $// Copyright:   (c) Stefan Csomor// Licence:     wxWindows licence/////////////////////////////////////////////////////////////////////////////#ifndef _WX_GLCANVAS_H_#define _WX_GLCANVAS_H_#include "wx/defs.h"#if wxUSE_GLCANVAS#include "wx/palette.h"#include "wx/scrolwin.h"#include "wx/app.h"#ifdef __DARWIN__#  include <OpenGL/gl.h>#  include <AGL/agl.h>#else#  include <gl.h>#  include <agl.h>#endifclass WXDLLEXPORT wxGLCanvas;     /* forward reference */class WXDLLEXPORT wxGLContext: public wxObject{public:   wxGLContext(AGLPixelFormat fmt, wxGLCanvas *win,               const wxPalette& WXUNUSED(palette),               const wxGLContext *other        /* for sharing display lists */    );   virtual ~wxGLContext();   void SetCurrent();   void Update();  // must be called after window drag/grows/zoom or clut change   void SetColour(const wxChar *colour);   void SwapBuffers();   inline wxWindow* GetWindow() const { return m_window; }   inline AGLDrawable GetDrawable() const { return m_drawable; }public:   AGLContext       m_glContext;   AGLDrawable      m_drawable;   wxWindow*        m_window;};class WXDLLEXPORT wxGLCanvas: public wxWindow{   DECLARE_CLASS(wxGLCanvas) public:   wxGLCanvas(wxWindow *parent, wxWindowID id = wxID_ANY, const wxPoint& pos = wxDefaultPosition,        const wxSize& size = wxDefaultSize, long style = 0,        const wxString& name = wxT("GLCanvas") , int *attribList = 0, const wxPalette& palette = wxNullPalette);   wxGLCanvas( wxWindow *parent, const wxGLContext *shared,        wxWindowID id = wxID_ANY, const wxPoint& pos = wxDefaultPosition,        const wxSize& size = wxDefaultSize, long style = 0, const wxString& name = wxT("GLCanvas"),          int *attribList = (int*) NULL, const wxPalette& palette = wxNullPalette );   wxGLCanvas( wxWindow *parent, const wxGLCanvas *shared, wxWindowID id = wxID_ANY,        const wxPoint& pos = wxDefaultPosition, const wxSize& size = wxDefaultSize, long style = 0,        const wxString& name = wxT("GLCanvas"), int *attribList = 0, const wxPalette& palette = wxNullPalette );   virtual ~wxGLCanvas();   bool Create(wxWindow *parent, const wxGLContext *shared, wxWindowID id,               const wxPoint& pos, const wxSize& size, long style, const wxString& name,           int *attribList, const wxPalette& palette);   void SetCurrent();   void SetColour(const wxChar *colour);   void SwapBuffers();   void UpdateContext();   void SetViewport();   virtual bool Show(bool show = true) ;   // Unlike some other platforms, this must get called if you override it.   // It sets the viewport correctly and update the context.   // You shouldn't call glViewport yourself either (use SetViewport if you must reset it.)   void OnSize(wxSizeEvent& event);   virtual void MacSuperChangedPosition() ;   virtual void MacTopLevelWindowChangedPosition() ;   virtual void MacSuperShown( bool show ) ;   void MacUpdateView() ;   inline wxGLContext* GetContext() const { return m_glContext; }protected:    wxGLContext*   m_glContext;    bool m_macCanvasIsShown ;DECLARE_EVENT_TABLE()};#endif // wxUSE_GLCANVAS#endif // _WX_GLCANVAS_H_

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