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<h1>shapes.h</h1>Geometric object rendering example.<p>
<div class="fragment"><pre class="fragment"><span class="comment">// -*- C++ -*-</span>
<span class="comment">/*</span>
<span class="comment"> * shapes.h:</span>
<span class="comment"> * shapes demo.</span>
<span class="comment"> *</span>
<span class="comment"> * written by Naofumi Yasufuku <naofumi@users.sourceforge.net></span>
<span class="comment"> */</span>
<span class="preprocessor">#ifndef _SHAPES_H</span>
<span class="preprocessor"></span><span class="preprocessor">#define _SHAPES_H</span>
<span class="preprocessor"></span>
<span class="preprocessor">#include <gtkmm.h></span>
<span class="preprocessor">#include <<a class="code" href="gtkglmm_8h.html">gtkglmm.h</a>></span>
<span class="comment">//</span>
<span class="comment">// Shapes classes.</span>
<span class="comment">//</span>
<span class="comment"></span>
<span class="keyword">namespace </span>Shapes
{
<span class="keyword">class </span>Scene;
<span class="comment">//</span>
<span class="comment">// View class.</span>
<span class="comment">//</span>
<span class="keyword">class </span>View : <span class="keyword">public</span> sigc::trackable
{
<span class="keyword">friend</span> <span class="keyword">class </span>Scene;
<span class="keyword">public</span>:
<span class="keyword">static</span> <span class="keyword">const</span> <span class="keywordtype">float</span> NEAR_CLIP;
<span class="keyword">static</span> <span class="keyword">const</span> <span class="keywordtype">float</span> FAR_CLIP;
<span class="keyword">static</span> <span class="keyword">const</span> <span class="keywordtype">float</span> INIT_POS_X;
<span class="keyword">static</span> <span class="keyword">const</span> <span class="keywordtype">float</span> INIT_POS_Y;
<span class="keyword">static</span> <span class="keyword">const</span> <span class="keywordtype">float</span> INIT_POS_Z;
<span class="keyword">static</span> <span class="keyword">const</span> <span class="keywordtype">float</span> INIT_AXIS_X;
<span class="keyword">static</span> <span class="keyword">const</span> <span class="keywordtype">float</span> INIT_AXIS_Y;
<span class="keyword">static</span> <span class="keyword">const</span> <span class="keywordtype">float</span> INIT_AXIS_Z;
<span class="keyword">static</span> <span class="keyword">const</span> <span class="keywordtype">float</span> INIT_ANGLE;
<span class="keyword">static</span> <span class="keyword">const</span> <span class="keywordtype">float</span> INIT_SCALE;
<span class="keyword">static</span> <span class="keyword">const</span> <span class="keywordtype">float</span> SCALE_MAX;
<span class="keyword">static</span> <span class="keyword">const</span> <span class="keywordtype">float</span> SCALE_MIN;
<span class="keyword">static</span> <span class="keyword">const</span> <span class="keywordtype">float</span> ANIMATE_THRESHOLD;
<span class="keyword">public</span>:
View();
<span class="keyword">virtual</span> ~View();
<span class="keyword">public</span>:
<span class="keywordtype">void</span> frustum(<span class="keywordtype">int</span> w, <span class="keywordtype">int</span> h);
<span class="keywordtype">void</span> xform();
<span class="keywordtype">void</span> reset();
<span class="keywordtype">void</span> set_pos(<span class="keywordtype">float</span> x, <span class="keywordtype">float</span> y, <span class="keywordtype">float</span> z)
{ m_Pos[0] = x; m_Pos[1] = y; m_Pos[2] = z; }
<span class="keywordtype">void</span> set_quat(<span class="keywordtype">float</span> q0, <span class="keywordtype">float</span> q1, <span class="keywordtype">float</span> q2, <span class="keywordtype">float</span> q3)
{ m_Quat[0] = q0; m_Quat[1] = q1; m_Quat[2] = q2; m_Quat[3] = q3; }
<span class="keywordtype">void</span> set_scale(<span class="keywordtype">float</span> scale)
{ m_Scale = scale; }
<span class="keywordtype">void</span> enable_animation();
<span class="keywordtype">void</span> disable_animation();
<span class="keywordtype">bool</span> is_animate()<span class="keyword"> const</span>
<span class="keyword"> </span>{ <span class="keywordflow">return</span> m_Animate; }
<span class="keyword">protected</span>:
<span class="comment">// Signal handlers:</span>
<span class="keyword">virtual</span> <span class="keywordtype">bool</span> on_button_press_event(GdkEventButton* event, Scene* scene);
<span class="keyword">virtual</span> <span class="keywordtype">bool</span> on_button_release_event(GdkEventButton* event, Scene* scene);
<span class="keyword">virtual</span> <span class="keywordtype">bool</span> on_motion_notify_event(GdkEventMotion* event, Scene* scene);
<span class="keyword">private</span>:
<span class="keywordtype">float</span> m_Pos[3];
<span class="keywordtype">float</span> m_Quat[4];
<span class="keywordtype">float</span> m_Scale;
<span class="keywordtype">float</span> m_QuatDiff[4];
<span class="keywordtype">float</span> m_BeginX;
<span class="keywordtype">float</span> m_BeginY;
<span class="keywordtype">float</span> m_DX;
<span class="keywordtype">float</span> m_DY;
<span class="keywordtype">bool</span> m_Animate;
};
<span class="comment">//</span>
<span class="comment">// Model class.</span>
<span class="comment">//</span>
<span class="keyword">class </span>Model
{
<span class="keyword">friend</span> <span class="keyword">class </span>Scene;
<span class="keyword">public</span>:
<span class="keyword">static</span> <span class="keyword">const</span> <span class="keywordtype">unsigned</span> <span class="keywordtype">int</span> NUM_SHAPES;
<span class="keyword">enum</span> ShapeType
{
CUBE,
SPHERE,
CONE,
TORUS,
TETRAHEDRON,
OCTAHEDRON,
DODECAHEDRON,
ICOSAHEDRON,
TEAPOT,
};
<span class="keyword">static</span> <span class="keyword">const</span> ShapeType SHAPE_CUBE;
<span class="keyword">static</span> <span class="keyword">const</span> ShapeType SHAPE_SPHERE;
<span class="keyword">static</span> <span class="keyword">const</span> ShapeType SHAPE_CONE;
<span class="keyword">static</span> <span class="keyword">const</span> ShapeType SHAPE_TORUS;
<span class="keyword">static</span> <span class="keyword">const</span> ShapeType SHAPE_TETRAHEDRON;
<span class="keyword">static</span> <span class="keyword">const</span> ShapeType SHAPE_OCTAHEDRON;
<span class="keyword">static</span> <span class="keyword">const</span> ShapeType SHAPE_DODECAHEDRON;
<span class="keyword">static</span> <span class="keyword">const</span> ShapeType SHAPE_ICOSAHEDRON;
<span class="keyword">static</span> <span class="keyword">const</span> ShapeType SHAPE_TEAPOT;
<span class="keyword">public</span>:
<span class="keyword">struct </span>MaterialProp
{
GLfloat ambient[4];
GLfloat diffuse[4];
GLfloat specular[4];
GLfloat shininess;
};
<span class="keyword">static</span> <span class="keyword">const</span> MaterialProp MAT_EMERALD;
<span class="keyword">static</span> <span class="keyword">const</span> MaterialProp MAT_JADE;
<span class="keyword">static</span> <span class="keyword">const</span> MaterialProp MAT_OBSIDIAN;
<span class="keyword">static</span> <span class="keyword">const</span> MaterialProp MAT_PEARL;
<span class="keyword">static</span> <span class="keyword">const</span> MaterialProp MAT_RUBY;
<span class="keyword">static</span> <span class="keyword">const</span> MaterialProp MAT_TURQUOISE;
<span class="keyword">static</span> <span class="keyword">const</span> MaterialProp MAT_BRASS;
<span class="keyword">static</span> <span class="keyword">const</span> MaterialProp MAT_BRONZE;
<span class="keyword">static</span> <span class="keyword">const</span> MaterialProp MAT_CHROME;
<span class="keyword">static</span> <span class="keyword">const</span> MaterialProp MAT_COPPER;
<span class="keyword">static</span> <span class="keyword">const</span> MaterialProp MAT_GOLD;
<span class="keyword">static</span> <span class="keyword">const</span> MaterialProp MAT_SILVER;
<span class="keyword">public</span>:
Model();
<span class="keyword">virtual</span> ~Model();
<span class="keyword">private</span>:
<span class="keywordtype">void</span> init_gl(Glib::RefPtr<Gdk::GL::Drawable>& gldrawable);
<span class="keyword">public</span>:
<span class="keywordtype">void</span> draw(Glib::RefPtr<Gdk::GL::Drawable>& gldrawable);
<span class="keywordtype">void</span> set_shape(ShapeType shape)
{ m_CurrentShape = shape; }
<span class="keywordtype">void</span> set_material(<span class="keyword">const</span> MaterialProp* material)
{ m_CurrentMat = material; }
<span class="keyword">private</span>:
<span class="keywordtype">unsigned</span> <span class="keywordtype">int</span> m_ListBase;
ShapeType m_CurrentShape;
<span class="keyword">const</span> MaterialProp* m_CurrentMat;
};
<span class="comment">//</span>
<span class="comment">// Scene class.</span>
<span class="comment">//</span>
<span class="keyword">class </span>Scene : <span class="keyword">public</span> Gtk::GL::DrawingArea
{
<span class="keyword">friend</span> <span class="keyword">class </span>View;
<span class="keyword">friend</span> <span class="keyword">class </span>Model;
<span class="keyword">public</span>:
<span class="comment">// OpenGL scene related constants:</span>
<span class="keyword">static</span> <span class="keyword">const</span> <span class="keywordtype">float</span> CLEAR_COLOR[4];
<span class="keyword">static</span> <span class="keyword">const</span> <span class="keywordtype">float</span> CLEAR_DEPTH;
<span class="keyword">static</span> <span class="keyword">const</span> <span class="keywordtype">float</span> LIGHT0_POSITION[4];
<span class="keyword">static</span> <span class="keyword">const</span> <span class="keywordtype">float</span> LIGHT0_AMBIENT[4];
<span class="keyword">static</span> <span class="keyword">const</span> <span class="keywordtype">float</span> LIGHT0_DIFFUSE[4];
<span class="keyword">static</span> <span class="keyword">const</span> <span class="keywordtype">float</span> LIGHT_MODEL_AMBIENT[4];
<span class="keyword">static</span> <span class="keyword">const</span> <span class="keywordtype">float</span> LIGHT_MODEL_LOCAL_VIEWER[1];
<span class="keyword">public</span>:
<span class="keyword">explicit</span> Scene();
<span class="keyword">virtual</span> ~Scene();
<span class="keyword">protected</span>:
<span class="comment">// signal handlers:</span>
<span class="keyword">virtual</span> <span class="keywordtype">void</span> on_realize();
<span class="keyword">virtual</span> <span class="keywordtype">bool</span> on_configure_event(GdkEventConfigure* event);
<span class="keyword">virtual</span> <span class="keywordtype">bool</span> on_expose_event(GdkEventExpose* event);
<span class="keyword">virtual</span> <span class="keywordtype">bool</span> on_button_press_event(GdkEventButton* event);
<span class="keyword">virtual</span> <span class="keywordtype">bool</span> on_unmap_event(GdkEventAny* event);
<span class="keyword">virtual</span> <span class="keywordtype">bool</span> on_visibility_notify_event(GdkEventVisibility* event);
<span class="keyword">virtual</span> <span class="keywordtype">bool</span> on_idle();
<span class="keyword">public</span>:
<span class="comment">// Invalidate whole window.</span>
<span class="keywordtype">void</span> invalidate() {
get_window()->invalidate_rect(get_allocation(), <span class="keyword">false</span>);
}
<span class="comment">// Update window synchronously (fast).</span>
<span class="keywordtype">void</span> update()
{ get_window()->process_updates(<span class="keyword">false</span>); }
<span class="keyword">protected</span>:
<span class="comment">// idle signal connection:</span>
sigc::connection m_ConnectionIdle;
<span class="keywordtype">void</span> idle_add();
<span class="keywordtype">void</span> idle_remove();
<span class="keyword">protected</span>:
<span class="keywordtype">void</span> change_shape(Model::ShapeType shape);
<span class="keywordtype">void</span> change_material(<span class="keyword">const</span> Model::MaterialProp* material);
<span class="keyword">protected</span>:
Gtk::Menu* create_popup_menu();
<span class="keyword">protected</span>:
<span class="comment">// Popup menu:</span>
Gtk::Menu* m_Menu;
<span class="keyword">protected</span>:
<span class="comment">// OpenGL scene related objects:</span>
View m_View;
Model m_Model;
};
<span class="comment">//</span>
<span class="comment">// Application class.</span>
<span class="comment">//</span>
<span class="keyword">class </span>Application : <span class="keyword">public</span> Gtk::Window
{
<span class="keyword">public</span>:
<span class="keyword">static</span> <span class="keyword">const</span> Glib::ustring APP_NAME;
<span class="keyword">public</span>:
Application();
<span class="keyword">virtual</span> ~Application();
<span class="keyword">protected</span>:
<span class="comment">// signal handlers:</span>
<span class="keyword">virtual</span> <span class="keywordtype">void</span> on_button_quit_clicked();
<span class="keyword">virtual</span> <span class="keywordtype">bool</span> on_key_press_event(GdkEventKey* event);
<span class="keyword">protected</span>:
<span class="comment">// member widgets:</span>
Gtk::VBox m_VBox;
Scene m_Scene;
Gtk::Button m_ButtonQuit;
};
} <span class="comment">// namespace Shapes</span>
<span class="preprocessor">#endif // _SHAPES_H</span>
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