
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.
81 lines
2.4 KiB
C++
81 lines
2.4 KiB
C++
//
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// "$Id$"
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//
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// Overlay window header file for the Fast Light Tool Kit (FLTK).
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//
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// Copyright 1998-2010 by Bill Spitzak and others.
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//
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// This library is free software. Distribution and use rights are outlined in
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// the file "COPYING" which should have been included with this file. If this
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// file is missing or damaged, see the license at:
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//
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// http://www.fltk.org/COPYING.php
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//
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// Please report all bugs and problems on the following page:
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//
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// http://www.fltk.org/str.php
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//
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/* \file
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Fl_Overlay_Window class . */
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#ifndef Fl_Overlay_Window_H
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#define Fl_Overlay_Window_H
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#include "Fl_Double_Window.H"
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/**
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This window provides double buffering and also the ability to draw the
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"overlay" which is another picture placed on top of the main image. The
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overlay is designed to be a rapidly-changing but simple graphic such as
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a mouse selection box. Fl_Overlay_Window uses the overlay
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planes provided by your graphics hardware if they are available.
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<P>If no hardware support is found the overlay is simulated by drawing
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directly into the on-screen copy of the double-buffered window, and
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"erased" by copying the backbuffer over it again. This means the
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overlay will blink if you change the image in the window.
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*/
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class FL_EXPORT Fl_Overlay_Window : public Fl_Double_Window {
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#ifndef FL_DOXYGEN
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friend class _Fl_Overlay;
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#endif
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protected:
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/**
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You must subclass Fl_Overlay_Window and provide this method.
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It is just like a draw() method, except it draws the overlay.
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The overlay will have already been "cleared" when this is called. You
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can use any of the routines described in <FL/fl_draw.H>.
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*/
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virtual void draw_overlay() = 0;
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private:
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Fl_Window *overlay_;
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public:
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void show();
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void flush();
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void hide();
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void resize(int,int,int,int);
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~Fl_Overlay_Window();
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/** Returns non-zero if there's hardware overlay support */
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int can_do_overlay();
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void redraw_overlay();
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protected:
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/**
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See Fl_Overlay_Window::Fl_Overlay_Window(int X, int Y, int W, int H, const char *l=0)
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*/
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Fl_Overlay_Window(int W, int H, const char *l=0);
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/**
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Creates a new Fl_Overlay_Window widget using the given
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position, size, and label (title) string. If the
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positions (x,y) are not given, then the window manager
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will choose them.
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*/
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Fl_Overlay_Window(int X, int Y, int W, int H, const char *l=0);
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public:
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void show(int a, char **b) {Fl_Double_Window::show(a,b);}
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};
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#endif
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//
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// End of "$Id$".
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//
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