cave-story-solaris/external/fltk/test/CubeView.h
Clownacy ac465d29b4 Mean CMake dependency overhaul
I'm taking a page from Dolphin's book, and including copies of each
dependency's source code. This combines the ease of use of including
pre-built libraries instead of needing to navigate a package manager
 - as is (or was) the case for MSVC - with the portability of using
packages. Granted, this method's more of a jack of all trades,
master of none, since it's *less* user-friendly than prebuilt
packages (compilation times), and you don't get the per-distro
compatibility fixes you'd get from a package manager.

You can still use system libs if you want. In fact, it's still the
default behaviour: compiling the libs manually is just a fallback.
I'll add an option to force-enable this soon, however, since it's a
nicer way to produce static MSYS2 builds than the hackish nightmare
that I was using before. Not to mention, having my own copy of the
sources means I can provide my own fixes and tweaks your package
manager may not. For example, I can combine MSYS2's FreeType
subpixel rendering with vcpkg's fix for SDL2 exporting its symbols
in static builds.
2019-04-26 01:52:02 +01:00

115 lines
2.8 KiB
C++

//
// "$Id$"
//
// CubeView class definitions for the Fast Light Tool Kit (FLTK).
//
// Copyright 1998-2010 by Bill Spitzak and others.
//
// This library is free software. Distribution and use rights are outlined in
// the file "COPYING" which should have been included with this file. If this
// file is missing or damaged, see the license at:
//
// http://www.fltk.org/COPYING.php
//
// Please report all bugs and problems on the following page:
//
// http://www.fltk.org/str.php
//
#ifndef CUBEVIEW_H
#define CUBEVIEW_H 1
#include <config.h>
#include <FL/Fl.H>
#if HAVE_GL
# include <FL/Fl_Gl_Window.H>
# include <FL/gl.h>
#else
# include <FL/Fl_Box.H>
#endif /* HAVE_GL */
#include <stdlib.h>
#if HAVE_GL
class CubeView : public Fl_Gl_Window {
#else
class CubeView : public Fl_Box {
#endif /* HAVE_GL */
public:
// this value determines the scaling factor used to draw the cube.
double size;
CubeView(int x,int y,int w,int h,const char *l=0);
/* Set the rotation about the vertical (y ) axis.
*
* This function is called by the horizontal roller in CubeViewUI and the
* initialize button in CubeViewUI.
*/
void v_angle(double angle){vAng=angle;}
// Return the rotation about the vertical (y ) axis.
double v_angle() const {return vAng;}
/* Set the rotation about the horizontal (x ) axis.
*
* This function is called by the vertical roller in CubeViewUI and the
* initialize button in CubeViewUI.
*/
void h_angle(double angle){hAng=angle;}
// the rotation about the horizontal (x ) axis.
double h_angle() const {return hAng;}
/* Sets the x shift of the cube view camera.
*
* This function is called by the slider in CubeViewUI and the
* initialize button in CubeViewUI.
*/
void panx(double x){xshift=x;}
/* Sets the y shift of the cube view camera.
*
* This function is called by the slider in CubeViewUI and the
* initialize button in CubeViewUI.
*/
void pany(double y){yshift=y;}
#if HAVE_GL
/*The widget class draw() override.
*
*The draw() function initialize Gl for another round o f drawing
* then calls specialized functions for drawing each of the
* entities displayed in the cube view.
*
*/
void draw();
#endif /* HAVE_GL */
private:
/* Draw the cube boundaries
*
*Draw the faces of the cube using the boxv[] vertices, using
* GL_LINE_LOOP for the faces. The color is \#defined by CUBECOLOR.
*/
#if HAVE_GL
void drawCube();
#else
void drawCube() { }
#endif /* HAVE_GL */
double vAng,hAng;
double xshift,yshift;
float boxv0[3];float boxv1[3];
float boxv2[3];float boxv3[3];
float boxv4[3];float boxv5[3];
float boxv6[3];float boxv7[3];
};
#endif
//
// End of "$Id$".
//