<!DOCTYPE html> <html lang="en"> <head> <meta charset="utf-8"> <title>Fl_Gl_Window Binding Map</title> <link href="map.css" rel="stylesheet"> </head> <body> <h2>Fl_Gl_Window Binding Map</h2> <a href="index.html">Back to Index</a> <table class="package"> <tr><th colspan="2">Package name</th></tr> <tr> <td>Fl_Gl_Window</td> <td>FLTK.Widgets.Groups.Windows.OpenGL</td> </tr> </table> <table class="type"> <tr><th colspan="2">Types</th></tr> <tr> <td>Fl_Gl_Window</td> <td>GL_Window</td> </tr> <tr> <td> </td> <td>GL_Window_Reference</td> </tr> <tr> <td> </td> <td>Mode_Mask</td> </tr> </table> <table class="function"> <tr><th colspan="2">Static Functions and Procedures</th></tr> <tr> <td><pre> static int can_do(const int *m); </pre></td> <td> Not applicable due to not being part of the public stable API </td> </tr> <tr> <td><pre> static int can_do(int m); </pre></td> <td><pre> function Can_Do (Mask : in Mode_Mask) return Boolean; </pre></td> </tr> </table> <table class="function"> <tr><th colspan="2">Functions and Procedures</th></tr> <tr> <td><pre> Fl_Gl_Window(int W, int H, const char *l=0); </pre></td> <td><pre> function Create (W, H : in Integer; Text : in String := "") return GL_Window; </pre></td> </tr> <tr> <td><pre> Fl_Gl_Window(int X, int Y, int W, int H, const char *l=0); </pre></td> <td><pre> function Create (X, Y, W, H : in Integer; Text : in String := "") return GL_Window; </pre></td> </tr> <tr> <td><pre> virtual Fl_Gl_Window * as_gl_window(); </pre></td> <td> Use view conversion and tag membership tests instead </td> </tr> <tr> <td><pre> int can_do(); </pre></td> <td><pre> function Can_Do (This : in GL_Window) return Boolean; </pre></td> </tr> <tr> <td><pre> int can_do_overlay(); </pre></td> <td><pre> function Can_Do_Overlay (This : in GL_Window) return Boolean; </pre></td> </tr> <tr> <td><pre> void * context() const; </pre></td> <td><pre> function Get_Context (This : in GL_Window) return System.Address; </pre></td> </tr> <tr> <td><pre> void context(void *, int destroy_flag=0); </pre></td> <td><pre> procedure Set_Context (This : in out GL_Window; Struct : in System.Address; Destroy : in Boolean := False); </pre></td> </tr> <tr> <td><pre> char context_valid() const; </pre></td> <td><pre> function Get_Context_Valid (This : in GL_Window) return Boolean; </pre></td> </tr> <tr> <td><pre> void context_valid(char v); </pre></td> <td><pre> procedure Set_Context_Valid (This : in out GL_Window; Valud : in Boolean); </pre></td> </tr> <tr> <td><pre> void flush(); </pre></td> <td><pre> procedure Flush (This : in out GL_Window); </pre></td> </tr> <tr> <td><pre> int handle(int); </pre></td> <td><pre> function Handle (This : in out GL_Window; Event : in Event_Kind) return Event_Outcome; </pre></td> </tr> <tr> <td><pre> void hide(); </pre></td> <td><pre> procedure Hide (This : in out GL_Window); </pre></td> </tr> <tr> <td><pre> void hide_overlay(); </pre></td> <td><pre> procedure Hide_Overlay (This : in out GL_Window); </pre></td> </tr> <tr> <td><pre> void invalidate(); </pre></td> <td> Use Set_Valid instead </td> </tr> <tr> <td><pre> void make_current(); </pre></td> <td><pre> procedure Make_Current (This : in out GL_Window); </pre></td> </tr> <tr> <td><pre> void make_overlay_current(); </pre></td> <td><pre> procedure Make_Overlay_Current (This : in out GL_Window); </pre></td> </tr> <tr> <td><pre> Fl_Mode mode() const; </pre></td> <td><pre> function Get_Mode (This : in GL_Window) return Mode_Mask; </pre></td> </tr> <tr> <td><pre> int mode(const int *a); </pre></td> <td> Not applicable due to not being part of the public stable API </td> </tr> <tr> <td><pre> int mode(int a); </pre></td> <td><pre> procedure Set_Mode (This : in out GL_Window; Mask : in Mode_Mask); </pre></td> </tr> <tr> <td><pre> void ortho(); </pre></td> <td><pre> procedure Ortho (This : in out GL_Window); </pre></td> </tr> <tr> <td><pre> int pixel_h(); </pre></td> <td><pre> function Pixel_H (This : in GL_Window) return Integer; </pre></td> </tr> <tr> <td><pre> int pixel_w(); </pre></td> <td><pre> function Pixel_W (This : in GL_Window) return Integer; </pre></td> </tr> <tr> <td><pre> float pixels_per_unit(); </pre></td> <td><pre> function Pixels_Per_Unit (This : in GL_Window) return Float; </pre></td> </tr> <tr> <td><pre> void Redraw_Overlay(); </pre></td> <td><pre> procedure Redraw_Overlay (This : in out GL_Window); </pre></td> </tr> <tr> <td><pre> void resize(int, int, int, int); </pre></td> <td> Use Resize/Reposition from FLTK.Widgets instead </td> </tr> <tr> <td><pre> void show(); void show(int a, char **b); </pre></td> <td><pre> procedure Show (This : in out GL_Window); </pre></td> </tr> <tr> <td><pre> void swap_buffers(); </pre></td> <td><pre> procedure Swap_Buffers (This : in out GL_Window); </pre></td> </tr> <tr> <td><pre> char valid() const; </pre></td> <td><pre> function Get_Valid (This : in GL_Window) return Boolean; </pre></td> </tr> <tr> <td><pre> void valid(char v); </pre></td> <td><pre> procedure Set_Valid (This : in out GL_Window; Value : in Boolean); </pre></td> </tr> </table> </body> </html>