/usr/include/s3dw.h is in libs3dw-dev 0.2.2-9.
This file is owned by root:root, with mode 0o644.
The actual contents of the file can be viewed below.
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* s3dw.h
*
* Copyright (C) 2006-2011 Simon Wunderlich <sw@simonwunderlich.de>
*
* This file is part of the s3d Widgets, a Widget Library for s3d.
* See http://s3d.berlios.de/ for more updates.
*
* s3d Widgets is free software; you can redistribute it and/or modify
* it under the terms of the GNU Lesser General Public License as published by
* the Free Software Foundation; either version 2.1 of the License, or
* (at your option) any later version.
*
* s3d Widgets is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU Lesser General Public License for more details.
*
* You should have received a copy of the GNU Lesser General Public License
* along with the s3d Widgets; if not, write to the Free Software
* Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
*/
#ifndef LIBS3DW_H
#define LIBS3DW_H
#ifndef LIBS3D_H
#include <s3d.h>
#endif
#include <stdint.h> /* [u]intXX_t type definitions*/
#ifdef HAVE_GCCVISIBILITY
#define S3DWEXPORT_VISIBILITY __attribute__ ((visibility("default")))
#else
#define S3DWEXPORT_VISIBILITY
#endif
#ifdef HAVE_GCCEXTERNALLY
#define S3DWEXPORT_EXTERNAL __attribute__((externally_visible))
#else
#define S3DWEXPORT_EXTERNAL
#endif
#define S3DWEXPORT S3DWEXPORT_VISIBILITY S3DWEXPORT_EXTERNAL
#ifdef __GNUC_MINOR__
#define S3DW_WARN_UNUSED_RESULT __attribute__ ((warn_unused_result))
#else
#define S3DW_WARN_UNUSED_RESULT
#endif
/* we want this widget visible, as long as the widgets below are also visible.
* on for all widgets, except surfaces which have to be switched visible
* with s3dw_show() */
#define S3DW_VISIBLE 1
/* widget should accept input. that's on by default. */
#define S3DW_ACTIVE 2
/* tells us if the widget is currently displayed */
#define S3DW_ONSCREEN 256
/* if the surface (or widget) is already properly arranged */
#define S3DW_ARRANGED 512
/* follow the camera */
#define S3DW_FOLLOW_CAM 1024
/* turn to the camera */
#define S3DW_TURN_CAM 2048
/* just a typecaster to beatify code. use it if you like */
#define S3DWIDGET(x) ((s3dw_widget *)x)
enum {
S3DW_TROOT,
S3DW_TCAM,
S3DW_TSURFACE,
S3DW_TBUTTON,
S3DW_TLABEL,
S3DW_TINPUT,
S3DW_TTEXTBOX,
S3DW_TSCROLLBAR,
S3DW_NTYPES
};
typedef struct _s3dw_widget s3dw_widget;
typedef struct _s3dw_button s3dw_button;
typedef struct _s3dw_label s3dw_label;
typedef struct _s3dw_textbox s3dw_textbox;
typedef struct _s3dw_scrollbar s3dw_scrollbar;
typedef struct _s3dw_input s3dw_input;
typedef struct _s3dw_surface s3dw_surface;
typedef struct _s3dw_style s3dw_style;
/** \brief style of s3d widget
*
* With s3dw_style you can change the colors/materials of your widgets.
* materials are in the same as in s3d_push_materials_a, that means
* red,green,blue and alpha float values (between 0.0 and 1.0) for ambience,
* specular and diffuse color.
*/
struct _s3dw_style {
const char *name; /**< name of the style ... kind of redundant */
const char *fontface; /**< font face for all used fonts */
float surface_mat[12]; /**< material for the surface background */
float input_mat[12]; /**< material for button boxes and other widgets */
float inputback_mat[12]; /**< material for input field background */
float text_mat[12]; /**< material for the text on buttons and inputs */
float title_mat[12]; /**< material for the title bar */
float title_text_mat[12]; /**< material for the text on the title bar */
};
/** \brief s3d widget information
*
* This is the most basic widget type, it contains all the "general" widget
* information. If you want to move a widget, you'd change x,y,z,s and rx,ry,rz
* and call s3dw_moveit to turn your action reality. Every other widget has this
* type as first entry, so a simple typecast to s3dw_widget will give you the
* widgets "general" information. For typecast, you may use S3DWIDGET().
*
* The pointer ptr allows linking to user-specific data structures. That comes
* in handy if the widget is called back by an event, and the program must now
* find out on which data the user reacted.
*/
struct _s3dw_widget {
/* private .. */
int type;
s3dw_widget *parent;
s3dw_style *style;
int nobj; /* number of children objects */
s3dw_widget **pobj; /* pointer to list of children objects */
int focus; /* index of the widget focused in pobj */
int flags; /* flags like visibility */
float ax, ay, az; /* current position for animation */
float as; /* current scale factor */
float arx, ary, arz; /* current rotation */
float width, height; /* width and height of the widget, outer size */
uint32_t oid; /* the main object which is used for transformations etc ...*/
/* public */
void *ptr; /* a pointer to a user structure, to use in callbacks etc */
float x, y, z; /* position, relative to the surface usually */
float s; /* scale factor */
float rx, ry, rz; /* rotation around the axis */
};
/**
* The callback type. Receive the widget which is affected as argument.
*
* \code
* // example
* void my_handler(s3dw_widget *widget)
* {
* // do something with the widget
* ...
* }
* \endcode
*/
typedef void (*s3dw_callback)(s3dw_widget *);
/** \brief button of s3d widget
*
* The buttons is just a button as you would expect it in a 2D widget library.
* It only reacts on clicks.
*/
struct _s3dw_button {
/* private */
s3dw_widget widget;
char *text;
uint32_t oid_text;
/* public */
s3dw_callback onclick;
};
/** \brief label of s3d widget
*
* The labels is an label-field where a user may type things. onclick reacts on
* click in the field.
*/
struct _s3dw_label {
/* private */
s3dw_widget widget;
char *text;
/* public */
s3dw_callback onclick;
};
/** \brief scrollbar of s3d widget
*
* The Scrollbar should be placed around scrollable content. Currently only the
* left and right icons are clickable (lonclick and ronclick callbacks), in
* vertical mode lonclick is the callback for the up icon, ronclick the callback
* for the down icon.
*/
struct _s3dw_scrollbar {
/* private */
s3dw_widget widget;
float pos, max;
int type; /* 0 = horizontal, 1 = vertical */
int loid, roid, baroid;
/* public */
s3dw_callback lonclick;
s3dw_callback ronclick;
};
/** \brief textbox of s3d widget
*
* A textbox shows some text with scrollbars to scroll around. It can currently
* only react to a click event.
*/
struct _s3dw_textbox {
/* private */
s3dw_widget widget;
s3dw_scrollbar *scroll_vertical,
*scroll_horizontal;
char *text;
int n_lineoids, *p_lineoids;
int window_x, window_y;
/* public */
s3dw_callback onclick;
};
/** \brief input field of s3d widget
*
* The inputs is an input-field where a user may type things. onclick reacts on
* click in the field, onedit notifies you when someone writes in the field.
*/
struct _s3dw_input {
/* private */
s3dw_widget widget;
char *text;
uint32_t oid_text;
/* public */
s3dw_callback onclick;
s3dw_callback onedit;
};
/** \brief root of s3d widget
*
* A surface is the window of this widget library, holding all of our elements
* like buttons, input fields etc ...
*/
struct _s3dw_surface {
/* private */
s3dw_widget widget;
uint32_t oid_title;
uint32_t oid_tbar;
char *title;
};
#if defined(__cplusplus) || defined(c_plusplus)
extern "C"
{
#endif
/* button.c */
S3DWEXPORT s3dw_button *s3dw_button_new(const s3dw_surface *surface, const char *text, float posx, float posy);
S3DWEXPORT s3dw_label *s3dw_label_new(const s3dw_surface *surface, const char *text, float posx, float posy);
S3DWEXPORT s3dw_input *s3dw_input_new(const s3dw_surface *surface, float width, float posx, float posy);
S3DWEXPORT s3dw_textbox *s3dw_textbox_new(const s3dw_surface *surface, const char *text, float posx, float posy, float width, float height);
S3DWEXPORT char *s3dw_input_gettext(s3dw_input *input);
S3DWEXPORT void s3dw_input_change_text(s3dw_input *input, const char *text);
S3DWEXPORT void s3dw_label_change_text(s3dw_label *label, const char *text);
S3DWEXPORT s3dw_surface *s3dw_surface_new(const char *title, float width, float height) S3DW_WARN_UNUSED_RESULT;
S3DWEXPORT s3dw_widget *s3dw_getroot(void);
S3DWEXPORT void s3dw_moveit(s3dw_widget *widget);
S3DWEXPORT void s3dw_delete(s3dw_widget *widget);
S3DWEXPORT void s3dw_show(s3dw_widget *widget);
S3DWEXPORT void s3dw_focus(s3dw_widget *focus);
S3DWEXPORT void s3dw_textbox_scrollup(s3dw_textbox *textbox);
S3DWEXPORT void s3dw_textbox_scrolldown(s3dw_textbox *textbox);
S3DWEXPORT void s3dw_textbox_scrollleft(s3dw_textbox *textbox);
S3DWEXPORT void s3dw_textbox_scrollright(s3dw_textbox *textbox);
S3DWEXPORT void s3dw_textbox_scrollto(s3dw_textbox *textbox, int x, int y);
S3DWEXPORT void s3dw_textbox_change_text(s3dw_textbox *textbox, const char *text);
S3DWEXPORT int s3dw_handle_click(const struct s3d_evt *event);
S3DWEXPORT int s3dw_handle_key(const struct s3d_evt *event);
S3DWEXPORT int s3dw_object_info(struct s3d_evt *event);
S3DWEXPORT void s3dw_ani_mate(void);
#if defined(__cplusplus) || defined(c_plusplus)
} /* extern "C" */
#endif
#endif
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