/usr/include/libwildmagic/Wm5WindowApplication2.h is in libwildmagic-dev 5.13-1ubuntu3.
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// Copyright (c) 1998-2014
// Distributed under the Boost Software License, Version 1.0.
// http://www.boost.org/LICENSE_1_0.txt
// http://www.geometrictools.com/License/Boost/LICENSE_1_0.txt
//
// File Version: 5.0.2 (2011/06/27)
#ifndef WM5WINDOWAPPLICATION2_H
#define WM5WINDOWAPPLICATION2_H
#include "Wm5WindowApplication.h"
namespace Wm5
{
class WindowApplication2 : public WindowApplication
{
public:
// Construction and destruction.
WindowApplication2 (const char* windowTitle, int xPosition, int yPosition,
int width, int height, const Float4& clearColor);
virtual ~WindowApplication2 ();
// Event callbacks.
virtual bool OnInitialize ();
virtual void OnTerminate ();
virtual void OnResize (int width, int height);
virtual void OnDisplay ();
// Allows you to do additional drawing after the screen polygon is drawn.
// Screen overlays should use the Renderer calls and not access the
// mScreen array directly.
virtual void ScreenOverlay ();
void ClearScreen ();
// TODO: Added an alpha channel to get 32-bits per pixel for performance
// in drawing on the GPU. A change in class name will affect many
// applications, so that will be deferred until closer to shipping WM5.6.
class ColorRGB
{
public:
inline ColorRGB (unsigned char red = 0, unsigned char green = 0,
unsigned char blue = 0, unsigned char alpha = 255)
{
r = red;
g = green;
b = blue;
a = alpha;
}
inline bool operator== (ColorRGB color) const
{
return b == color.b
&& g == color.g
&& r == color.r
&& a == color.a;
}
inline bool operator!= (ColorRGB color) const
{
return b != color.b
|| g != color.g
|| r != color.r
|| a != color.a;
}
unsigned char b, g, r, a;
};
// For right-handed drawing. You still draw to the left-handed screen,
// but immediately before drawing, the screen is copied into another
// buffer with the rows reversed. You need only call DoFlip(true) once
// for an application. The default is 'false'.
void DoFlip (bool doFlip);
// The drawing routines listed below perform range checking on any (x,y)
// {Set/Get}Pixel call when mClampToWindow is 'true'. Each pixel is
// processed only when in range.
bool& ClampToWindow ();
// Set the pixel at location (x,y) to the specified color.
void SetPixel (int x, int y, ColorRGB color);
// Set the pixels (x',y') for x-thick <= x' <= x+thick and
// y-thick <= y' <= y+thick.
void SetThickPixel (int x, int y, int thick, ColorRGB color);
// Get the pixel color at location (x,y).
ColorRGB GetPixel (int x, int y);
// Use Bresenham's algorithm to draw the line from (x0,y0) to (x1,y1)
// using the specified color for the drawn pixels. The algorithm is
// biased in that the pixels set by DrawLine(x0,y0,x1,y1) are not
// necessarily the same as those set by DrawLine(x1,y1,x0,y0).
// TODO: Implement the midpoint algorithm to avoid the bias.
void DrawLine (int x0, int y0, int x1, int y1, ColorRGB color);
// Draw an axis-aligned rectangle using the specified color. The
// 'solid' parameter indicates whether or not to fill the rectangle.
void DrawRectangle (int xMin, int yMin, int xMax, int yMax,
ColorRGB color, bool solid = false);
// Use Bresenham's algorithm to draw the circle centered at
// (xCenter,yCenter) with the specified 'radius' and using the
// specified color. The 'solid' parameter indicates whether or not
// to fill the circle.
void DrawCircle (int xCenter, int yCenter, int radius, ColorRGB color,
bool solid = false);
// Flood-fill a region whose pixels are of color 'backColor' by
// changing their color to 'foreColor'. The fill treats the screen
// as 4-connected; that is, after (x,y) is visited, then (x-1,y),
// (x+1,y), (x,y-1), and (x,y+1) are visited (as long as they are in
// the screen boundary). The function simulates recursion by using
// stacks, which avoids the expense of true recursion and the potential
// to overflow the calling stack.
void Fill (int x, int y, ColorRGB foreColor, ColorRGB backColor);
protected:
int mScreenWidth, mScreenHeight;
ColorRGB* mScreen;
bool mClampToWindow;
bool mDoFlip;
};
}
#endif
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