BALL::VIEW::GLRenderWindow Class Reference
#include <BALL/VIEW/RENDERING/glRenderWindow.h>
List of all members.
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Public Member Functions |
| GLRenderWindow () |
| GLRenderWindow (QWidget *parent_widget, const char *name=NULL, Qt::WFlags w_flags=0) |
| GLRenderWindow (const GLRenderWindow &window, QWidget *parent_widget, const char *name=NULL, Qt::WFlags w_flags=0) |
virtual | ~GLRenderWindow () |
virtual bool | init () |
virtual bool | resize (const unsigned int width, const unsigned int height) |
virtual void | refresh () |
virtual void | renderText (int x, int y, const String &text, const ColorRGBA &color, Size size=16) |
virtual void | renderText (float x, float y, float z, const String &text, const ColorRGBA &color, Size size=16) |
void | lockGLContext () |
| Lock the context for the current thread and make it active.
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void | unlockGLContext () |
| Unlock the context for the current thread and make it active.
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void | ignoreEvents (bool ignore) |
| Force the window to ignore paint events.
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Protected Member Functions |
void | paintEvent (QPaintEvent *e) |
void | createTexture (const unsigned int winWidth, const unsigned int winHeight) |
void | deleteTexture () |
void | checkGL () |
bool | errorInGL (GLenum &error) |
String | getGLErrorString (GLenum error) |
Protected Attributes |
GLuint | m_screenTexID |
GLenum | FB_TEXTURE_TARGET |
GLenum | FB_TEXTURE_FORMAT |
GLenum | FB_INTERNAL_TEXTURE_FORMAT |
GLenum | FB_TEXTURE_DATATYPE |
Mutex | contex_mutex_ |
bool | ignore_events_ |
bool | is_buffered_ |
Static Protected Attributes |
static QGLFormat | gl_format_ |
Detailed Description
Model of the RenderWindow which uses OpenGL to render its buffer to the screen
Constructor & Destructor Documentation
BALL::VIEW::GLRenderWindow::GLRenderWindow |
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BALL::VIEW::GLRenderWindow::GLRenderWindow |
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QWidget * |
parent_widget, |
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const char * |
name = NULL , |
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Qt::WFlags |
w_flags = 0 | |
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BALL::VIEW::GLRenderWindow::GLRenderWindow |
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const GLRenderWindow & |
window, |
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QWidget * |
parent_widget, |
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const char * |
name = NULL , |
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Qt::WFlags |
w_flags = 0 | |
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virtual BALL::VIEW::GLRenderWindow::~GLRenderWindow |
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[virtual] |
Member Function Documentation
void BALL::VIEW::GLRenderWindow::checkGL |
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[protected] |
void BALL::VIEW::GLRenderWindow::createTexture |
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const unsigned int |
winWidth, |
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const unsigned int |
winHeight | |
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void BALL::VIEW::GLRenderWindow::deleteTexture |
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[protected] |
bool BALL::VIEW::GLRenderWindow::errorInGL |
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GLenum & |
error |
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[protected] |
String BALL::VIEW::GLRenderWindow::getGLErrorString |
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GLenum |
error |
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[protected] |
void BALL::VIEW::GLRenderWindow::ignoreEvents |
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bool |
ignore |
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[inline] |
Force the window to ignore paint events.
virtual bool BALL::VIEW::GLRenderWindow::init |
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[virtual] |
void BALL::VIEW::GLRenderWindow::lockGLContext |
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Lock the context for the current thread and make it active.
void BALL::VIEW::GLRenderWindow::paintEvent |
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QPaintEvent * |
e |
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[protected] |
virtual void BALL::VIEW::GLRenderWindow::refresh |
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[virtual] |
Request that the image is actually displayed on the screen or other device the window encapsulated. You should implement this method in subclass. This is different from RenderTarget releaseBuffer. ReleaseBuffer only informs the window that a buffer is ready, but does not imply the buffer is actually displayed somewhere. This is done by refresh. On the other hand, refresh called inbetween getBuffer and releaseBuffer has no effect.
Reimplemented from BALL::VIEW::RenderWindow< float >.
virtual void BALL::VIEW::GLRenderWindow::renderText |
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int |
x, |
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int |
y, |
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const String & |
text, |
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const ColorRGBA & |
color, |
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Size |
size = 16 | |
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virtual bool BALL::VIEW::GLRenderWindow::resize |
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const unsigned int |
width, |
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const unsigned int |
height | |
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Request new window size. Returns false if such a size cannot be supplied This call must be made before the window buffer is handed out to be rendered. This precondition is being checked automatically, see getBuffer
Reimplemented from BALL::VIEW::RenderWindow< float >.
void BALL::VIEW::GLRenderWindow::unlockGLContext |
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Unlock the context for the current thread and make it active.
Member Data Documentation