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<!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>&nbsp;</td>
    <td>GL_Window_Reference</td>
  </tr>

  <tr>
    <td>&nbsp;</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>