Article #1355: FLTK2.0 - patch

  
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Article #1355: FLTK2.0 - patch

Created at 17:46 Mar 08, 2014 by ggarra13

Index: OpenGL/gl_draw.cxx
===================================================================
--- OpenGL/gl_draw.cxx  (revision 10116)
+++ OpenGL/gl_draw.cxx  (working copy)
@@ -91,16 +91,27 @@
     int base = current_xfont->min_char_or_byte2;
     int last = current_xfont->max_char_or_byte2;
     if (last > 255) last = 255;
-    int size = last-base+1;
-    glXUseXFont(current_xfont->fid, base, size, listbase+base);
+    int len = last-base+1;
+    glXUseXFont(current_xfont->fid, base, len, listbase+base);
 #elif defined(_WIN32)
     int base = textmetric()->tmFirstChar;
     int last = textmetric()->tmLastChar;
     if (last > 255) last = 255;
-    int size = last-base+1;
-    HDC hdc = GetDC(0);
+    int len = last-base+1;
+    HDC hdc = fltk::getDC();
     HFONT oldFid = (HFONT)SelectObject(hdc, xfont());
-    wglUseFontBitmaps(hdc, base, size, listbase+base);
+
+    bool succeed = false;
+    int MAX_TRIES = 5;
+    for ( int i = 0; i < MAX_TRIES && !succeed; ++i )
+    {
+       succeed = wglUseFontBitmaps(hdc, base, len, listbase+base) == TRUE;
+    }
+    if ( !succeed )
+    {
+       fprintf( stderr, "wglUseFontBitmaps error\n" );
+    }
+
     SelectObject(hdc, oldFid);
 #elif defined(__APPLE__)
     int attrib; const char* name = font->name(&attrib);
@@ -167,7 +178,7 @@
   glDisable(GL_LIGHTING);
   glEnable(GL_TEXTURE_2D);
   glEnable(GL_BLEND);
-  glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
+  glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
   // This is useful for making the letters transparent in 3D, but I'll
   // let the caller choose to enable this and to set the cutoff:
   //   glEnable(GL_ALPHA_TEST);
@@ -456,8 +467,8 @@
   glPixelStorei(GL_UNPACK_ROW_LENGTH, 0);
   glPixelStorei(GL_UNPACK_SKIP_PIXELS, 0);
   glPixelStorei(GL_UNPACK_SKIP_ROWS, 0);
-  glTexImage2D(GL_TEXTURE_2D, 0, GL_INTENSITY8, width, height, 0,
-              GL_LUMINANCE, GL_UNSIGNED_BYTE, data);
+  glTexImage2D(GL_TEXTURE_2D, 0, GL_ALPHA8, width, height, 0,
+              GL_ALPHA, GL_UNSIGNED_BYTE, data);
   delete[] data;
   glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
   glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
Index: test/CubeViewUI.h
===================================================================
--- test/CubeViewUI.h   (revision 10116)
+++ test/CubeViewUI.h   (working copy)
@@ -1,4 +1,4 @@
-// generated by Fast Light User Interface Designer (fluid) version 2.0100
+// generated by Fast Light User Interface Designer (fluid) version 2.1000
 
 #ifndef CubeViewUI_h
 #define CubeViewUI_h
Index: test/radio.cxx
===================================================================
--- test/radio.cxx      (revision 10116)
+++ test/radio.cxx      (working copy)
@@ -1,9 +1,9 @@
-// generated by Fast Light User Interface Designer (fluid) version 2.0100
+// generated by Fast Light User Interface Designer (fluid) version 2.1000
 
 #include "radio.h"
 using namespace fltk;
 
-fltk::LightButton* ttlb;
+fltk::LightButton *ttlb=(fltk::LightButton *)0;
 
 static void cb_ttlb(fltk::LightButton*, void*) {
   Tooltip::enable(ttlb->value() ? true : false);
@@ -16,6 +16,7 @@
   fltk::Window* w;
    {fltk::Window* o = new fltk::Window(380, 274, "Radio buttons and Tooltips");
     w = o;
+    o->shortcut(0xff1b);
     o->tooltip("This is a window");
     o->begin();
      {fltk::Button* o = new fltk::Button(20, 10, 160, 25, "Button");
Index: test/radio.h
===================================================================
--- test/radio.h        (revision 10116)
+++ test/radio.h        (working copy)
@@ -1,4 +1,4 @@
-// generated by Fast Light User Interface Designer (fluid) version 2.0100
+// generated by Fast Light User Interface Designer (fluid) version 2.1000
 
 #ifndef radio_h
 #define radio_h

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From greg.ercolano, 08:07 May 03, 2014 (score=4)

Great, though better to supply patches via the STR form, so you can attach the patch against the fltk version. e.g.

http://www.fltk.org/str.php?U

I'll make one on your behalf and reference this article.
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