I've been trying to detect click on a Gtk::Image with gtkmm for over 2 hours, but I couldn't get it to work. It does compile and execute fine, but the event is never triggered.
Some stuff I tried, that compiles, does not crash, but doesn't work:
m_image = manage(new Gtk::Image(Gtk::Stock::APPLY, Gtk::ICON_SIZE_BUTTON));
m_image->add_events(Gdk::ALL_EVENTS_MASK);
m_hbox->pack_start(*m_image, Gtk::PACK_SHRINK);
m_image->signal_button_release_event()
.connect(sigc::hide(sigc::mem_fun(*this, &Todo::switchStatus)));
m_image->show();
or
#include <gtkmm/main.h>
#include <gtkmm/window.h>
#include <gtkmm/button.h>
#include <gtkmm/stock.h>
#include <gtkmm/image.h>
#include <iostream>
using namespace std;
class Win : public Gtk::Window
{
public:
Win();
bool link(GdkEventButton* e);
private:
Gtk::Image image;
};
Win::Win()
: image(Gtk::Stock::APPLY, Gtk::ICON_SIZE_BUTTON)
{
cerr << "created" << endl;
image.add_events(Gdk::BUTTON_PRESS_MASK | Gdk::BUTTON_RELEASE_MASK);
image.signal_button_release_event().connect(sigc::mem_fun(*this, &Win::link));
image.show();
add(image);
}
bool Win::link(GdkEventButton* e)
{
cerr << "kuh" << endl;
}
int main(int argc, char *argv[])
{
Gtk::Main app(argc, argv);
Gtk::Window window;
window.resize(300, 500);
Win win;
Gtk::Main::run(win);
return 0;
}
From http://developer.gnome.org/gtkmm/unstable/classGtk_1_1Image.html:
Gtk::Image is a "no window" widget (has no Gdk::Window of its own), so by default does not receive events. If you want to receive events on the image, such as button clicks, place the image inside a Gtk::EventBox, then connect to the event signals on the event box
So I guess try to put a signal on an eventbox after wrapping the image with the EventBox.
I like to put a button overtop of the image with an opacity of 0. Then you can use the click event from it instead.
This thread is quite old but still popular. I came across the same problem and I coded this code, maybe it can help someone save tim. My code detects the click ONLY if the pointer is hovering the image.
#include <gtk/gtk.h>
//compile with cc `pkg-config --cflags gtk+-3.0` text.c `pkg-config --libs gtk+-3.0` -o text
static void click_callback(GtkWidget *widget, GdkEventButton *event, gpointer );
static gboolean inRange(gint value, gint min, gint max);
static gboolean pointInRect(gint mouseX, gint mouseY, gint wx, gint wy, gint width, gint height);
GtkWidget *image;
GtkWidget *image2;
int main (int argc, char *argv[])
{
GtkWidget *event_box;
GtkWidget *window;
GtkWidget *box;
gtk_init(&argc, &argv);
window = gtk_window_new(GTK_WINDOW_TOPLEVEL);
box = gtk_box_new(GTK_ORIENTATION_HORIZONTAL, 0);
/* GTK_ALIGN_CENTER is necessary otherwise
* the callback triggers from the space on
* the top and the bottom of the image */
gtk_widget_set_valign(box, GTK_ALIGN_CENTER);
image = gtk_image_new_from_file("image1.png");
image2 = gtk_image_new_from_file("image2.png");
gtk_box_pack_start(GTK_BOX(box), image, TRUE, FALSE, 0);
gtk_box_pack_start(GTK_BOX(box), image2, TRUE, FALSE, 0);
event_box = gtk_event_box_new ();
gtk_container_add (GTK_CONTAINER (event_box), box);
gtk_container_add (GTK_CONTAINER (window), event_box);
g_signal_connect(window, "destroy",
G_CALLBACK(gtk_main_quit), NULL);
g_signal_connect( event_box, "button_press_event", G_CALLBACK( click_callback ), image);
gtk_window_set_position(GTK_WINDOW(window), GTK_WIN_POS_CENTER);
gtk_window_set_title(GTK_WINDOW(window), "Image click event");
gtk_widget_show_all(window);
gtk_main();
return 0;
}
static void click_callback(GtkWidget *widget, GdkEventButton *event, gpointer data)
{
GtkAllocation alloc;
GtkAllocation alloc2;
gtk_widget_get_allocation(image, &alloc);
gtk_widget_get_allocation(image2, &alloc2);
if (pointInRect(event->x, event->y, alloc.x, alloc.y, alloc.width, alloc.height))
g_print("You clicked from image\n");
if (pointInRect(event->x, event->y, alloc2.x, alloc2.y, alloc2.width, alloc2.height))
g_print("You clicked from image2\n");
}
static gboolean pointInRect(gint mouseX, gint mouseY, gint wx, gint wy, gint width, gint height)
{
return inRange(mouseX, wx, wx + width) &&
inRange(mouseY, wy, wy + height);
}
static gboolean inRange(gint value, gint min, gint max)
{
return (value >= min && value <= max);
}
Related
The code is building successfully but when I run the code I have the following error -
The following is a new check for GLUT 3.0; update your code.
GLUT: Fatal Error in D:\6th Sem\4. CG UCS505\EasyAlgo\Project1\Debug\Project1.exe: redisplay needed for window 1, but no display callback.
I've tried everything but am not able to figure it out, am new with open gl and vs. Thank you for your help.
Here is the .cpp file code -
source.cpp
#include <GL/glut.h>
#include <debug.hpp>
#include <config.hpp>
#include <blobs.hpp>
#include <fonts.hpp>
#include <draw.hpp>
#include <highlight.hpp>
#include <animation.hpp>
#include <unistd.h>
#include <iostream>
using namespace std;
unsigned short mainWindow, subWindow1, subWindow2;
void Init(float, float, float);
void Init(float, float, float, int, int);
void mainInit();
void display();
void onClick(int, int, int, int);
void keyPress(unsigned char, int, int);
int main(int argc, char** argv)
{
#ifdef DEBUG
mode = "InsertionSort";
b1.bv.resize(7, blobs());
int rad[7] = { 28,32,20,28,36,45,31 };
for (int p = 0; p < 7; p++)
b1.bv[p].radius = (float)rad[p];
b1.min = 20;
b1.max = 45;
#endif
glutInit(&argc, argv);
glutInitDisplayMode(GLUT_SINGLE | GLUT_RGB | GLUT_DEPTH);
glutInitWindowSize(WindowWidth, WindowHeight);
std::string title = "AlgoLucidator " + AL_VERSION;
mainWindow = glutCreateWindow(title.c_str());
glutPositionWindow(WIN_POS_X, WIN_POS_Y);
mainInit();
glutMouseFunc(onClick);
glutKeyboardFunc(keyPress);
subWindow1 = glutCreateSubWindow(mainWindow, 0, 0, WindowWidth / 4, WindowHeight);
Init(0.80f, 0.80f, 0.60f);
glutKeyboardFunc(keyPress);
glutDisplayFunc(display);
subWindow2 = glutCreateSubWindow(mainWindow, WindowWidth / 4, 0, 3 * WindowWidth / 4, WindowHeight);
Init(0.65f, 0.75f, 0.70f);
std::string mainInstruct = "Press 1. InsertionSort 2. BubbleSort 3. Dijkstra";
printText(0, 0, 0, -(5 * mainInstruct.size()), 540, mainInstruct);
glutMouseFunc(onClick);
glutKeyboardFunc(keyPress);
glutDisplayFunc(display);
glutMainLoop();
return 0;
}
void Init(float r, float g, float b)
{
int CurrWindowWidth = glutGet(GLUT_WINDOW_WIDTH);
int CurrWindowHeight = glutGet(GLUT_WINDOW_HEIGHT);
glClearColor(r, g, b, 1);
glClear(GL_COLOR_BUFFER_BIT);
glLoadIdentity();
glMatrixMode(GL_PROJECTION);
gluOrtho2D(-CurrWindowWidth, CurrWindowWidth, -CurrWindowHeight, CurrWindowHeight);
drawTitle(CurrWindowWidth, CurrWindowHeight);
}
void Init(float r, float g, float b, int width, int height)
{
glClearColor(r, g, b, 1);
glClear(GL_COLOR_BUFFER_BIT);
glLoadIdentity();
glMatrixMode(GL_PROJECTION);
gluOrtho2D(-width, width, -height, height);
drawTitle(width, height);
}
void mainInit()
{
int CurrWindowWidth = glutGet(GLUT_WINDOW_WIDTH);
int CurrWindowHeight = glutGet(GLUT_WINDOW_HEIGHT);
glLoadIdentity();
glMatrixMode(GL_PROJECTION);
gluOrtho2D(0, CurrWindowWidth, 0, CurrWindowHeight);
glClearColor(0, 0, 0, 0.80f);
glClear(GL_COLOR_BUFFER_BIT);
}
void display()
{
glFlush();
}
void onClick(int button, int state, int oldx, int oldy)
{}
void keyPress(unsigned char key, int x, int y)
{
int activeWindow = glutGetWindow();
switch (key)
{
case 13: if (b1.pushreq)
{
b1.bv.push_back(blobs((float)base_radius));
}
if (activeWindow != subWindow2)
glutSetWindow(subWindow2);
if (mode == "InsertionSort")
{
drawInsertionSort();
}
else if (mode == "BubbleSort")
{
drawBubbleSort();
}
break;
case 27: glutDestroyWindow(mainWindow); //Esc
break;
case 49: mode = "InsertionSort";
b1.reset();
glutSetWindow(subWindow2);
glutMouseFunc(onClick2);
Init2(0.65f, 0.75f, 0.70f);
drawTitle3(960, 640);
break;
case 50: mode = "BubbleSort";
glutSetWindow(subWindow2);
glutMouseFunc(onClick3);
glutIdleFunc(display);
Init3(0.65f, 0.75f, 0.70f);
drawTitle4(960, 640);
break;
default:;
}
}
The error message is pretty much exactly telling what's wrong and how to fix it (QFT):
The following is a new check for GLUT 3.0; update your code. GLUT: Fatal Error in (…) Project1.exe: redisplay needed for window 1, but no display callback.
For first window you create, window one, the one created with glutCreateWindow you don't specify a display callback:
mainWindow = glutCreateWindow(title.c_str());
glutPositionWindow(WIN_POS_X, WIN_POS_Y);
mainInit();
glutMouseFunc(onClick);
glutKeyboardFunc(keyPress);
/// <<<<<<<< something is missing here
subWindow1 = glutCreateSubWindow(mainWindow, 0, 0, WindowWidth / 4, WindowHeight);
Give that first window you create a display callback and the error will go away.
On a second note: Nothing of what's happening in the …Init functions is initialization at all. OpenGL is a state machine, and everything done in …Init is state prepration that ought to happen at the start of rendering a frame.
I want to use transient scrollbar (Transient scroll bars appear when the content is scrolled and disappear when they are no longer needed) in Qt application. For this purpose I have inheritanced class QproxyStyle and reimplemented function styleHint. Code placed below.
File ScrollBar.h:
#include <QStyle>
#include <QCommonStyle>
#include <QProxyStyle>
class ScrollBarStyle : public QProxyStyle
{
public:
int styleHint(StyleHint sh, const QStyleOption *opt, const QWidget *widget, QStyleHintReturn *hret) const;
};
File ScrollBar.c:
#include "ScrollBar.h"
int ScrollBarStyle::styleHint(StyleHint sh, const QStyleOption *opt, const QWidget *widget,QStyleHintReturn *hret) const
{
int ret = 0;
switch (sh) {
case SH_ScrollBar_Transient:
ret = true;
break;
default:
return QProxyStyle::styleHint(sh, opt, widget, hret);
}
return ret;
}
File MainWindow.h:
#include <QMainWindow>
#include <QTextEdit>
class MainWindow : public QMainWindow
{
Q_OBJECT
public:
MainWindow(QWidget *parent = 0);
~MainWindow();
};
File MainWindow.cpp:
#include <QTextEdit>
#include "MainWindow.h"
MainWindow::MainWindow(QWidget *parent)
: QMainWindow(parent)
{
QTextEdit *l = new (std::nothrow) QTextEdit(this);
if (l == 0)
return;
setCentralWidget(l);
}
MainWindow::~MainWindow()
{
}
File main.cpp:
#include "ScrollBar.h"
#include <QApplication>
int main(int argc, char *argv[])
{
QApplication a(argc, argv);
MainWindow w;
ScrollBarStyle *style = new (std::nothrow) ScrollBarStyle;
if(style == 0)
return -1;
style->setBaseStyle(a.style());
w.show();
return a.exec();
}
But I have got a problem: transient scrollbar has been appearing only once (when text doesn't fit in the text area) then it has been disappeared and never come back visible.
So how can I fix this problem?
Thanks!
You have forgotten to set the style to application.
a.setStyle(style);
I am using glade to make an user interface.
i have successfully generated the glade file
Now i have to include this file in my C code.
I am using following code:
#include <stdlib.h>
#include<gtk/gtk.h>
int main (int argc, char *argv[])
{
GtkWidget *builder,*window,*button;
gtk_init (&argc, &argv);
builder=gtk_builder_new();
gtk_builder_add_from_file(builder,"shiv.glade",NULL);
window=GTK_WIDGET (gtk_builder_get_object(builder,"window1")) ;
button=GTK_WIDGET (gtk_builder_get_object(builder,"button1"));
g_object_unref(G_OBJECT(builder));
gtk_widget_show(button);
gtk_widget_show(window);
gtk_main ();
return 0;
}
My UI is a simple window having a button without any callback function.
I am getting following errors on execution
GTK-CRITICAL **: IA__gtk_widget_show assertion 'GTK_IS_WIDGET(widget)' failed
Change:
GtkWidget *builder,*window,*button;
with:
GtkWidget *window,*button;
GtkBuilder *builder;
this should fix.
Example:
#include <stdlib.h>
#include <gtk/gtk.h>
static void
close_window ( GtkWidget *widget, gpointer window)
{
printf("application close...\n");
gtk_widget_destroy((GtkWidget*)window);
}
int main (int argc, char *argv[])
{
GtkWidget *window, *button;
GtkBuilder *builder;
gtk_init (&argc, &argv);
builder=gtk_builder_new();
gtk_builder_add_from_file(builder,"a.glade",NULL);
window = GTK_WIDGET (gtk_builder_get_object(builder,"window1")) ;
button = GTK_WIDGET (gtk_builder_get_object(builder,"button1"));
g_signal_connect (G_OBJECT (button), "clicked",G_CALLBACK (close_window),window);
g_signal_connect_swapped(G_OBJECT(window), "destroy", G_CALLBACK(gtk_main_quit), G_OBJECT(window));
g_object_unref(G_OBJECT(builder));
gtk_widget_show_all( window );
gtk_main ();
return 0;
}
From GTK3 reference manual:
GtkBuilder — Build an interface from an XML UI definition;
GtkWidget — Base class for all widgets
I can find questions/answers for iPhone/Windows but none for X11.
Also if there is anyone with a ton of OpenGL experience who can explain the general concepts involved for any windowing system?
Yes it is possible. I modified a example program written by fungus to create a RGBA OpenGL window. If a compositor is enabled the results look like in the video I posted here: http://www.youtube.com/watch?v=iHZfH1Qhonk
/*------------------------------------------------------------------------
The simplest possible Linux OpenGL program? Maybe...
Modification for creating a RGBA window (transparency with compositors)
by Wolfgang 'datenwolf' Draxinger
(c) 2002 by FTB. See me in comp.graphics.api.opengl
(c) 2011 Wolfgang Draxinger. See me in comp.graphics.api.opengl and on StackOverflow
License agreement: This source code is provided "as is". You
can use this source code however you want for your own personal
use. If you give this source code to anybody else then you must
leave this message in it.
--
<\___/>
/ O O \
\_____/ FTB.
--
datenwolf
------------------------------------------------------------------------*/
#include <stdlib.h>
#include <stdio.h>
#include <string.h>
#include <math.h>
#include <GL/gl.h>
#include <GL/glu.h>
#include <GL/glut.h>
#include <GL/glx.h>
#include <X11/Xatom.h>
#include <X11/extensions/Xrender.h>
typedef struct
{
Visual *visual;
VisualID visualid;
int screen;
unsigned int depth;
int klass;
unsigned long red_mask;
unsigned long green_mask;
unsigned long blue_mask;
int colormap_size;
int bits_per_rgb;
} XVisualInfo_CPP;
/*------------------------------------------------------------------------
Something went horribly wrong
------------------------------------------------------------------------*/\
static void fatalError(const char *why)
{
fprintf(stderr, "%s", why);
exit(0x666);
}
/*------------------------------------------------------------------------
Global vars
------------------------------------------------------------------------*/
static int Xscreen;
static Atom del_atom;
static Colormap cmap;
static Display *Xdisplay;
static XVisualInfo_CPP *visual;
static XRenderPictFormat *pictFormat;
static GLXFBConfig *fbconfigs, fbconfig;
static int numfbconfigs;
static GLXContext RenderContext;
static Window Xroot, WindowHandle, GLXWindowHandle;
static int width, height; /* Size of the window */
int const tex_width=512;
int const tex_height=512;
static GLuint texture;
static int VisData[] = {
GLX_RENDER_TYPE, GLX_RGBA_BIT,
GLX_DRAWABLE_TYPE, GLX_WINDOW_BIT,
GLX_DOUBLEBUFFER, True,
GLX_RED_SIZE, 1,
GLX_GREEN_SIZE, 1,
GLX_BLUE_SIZE, 1,
GLX_ALPHA_SIZE, 1,
GLX_DEPTH_SIZE, 1,
None
};
/*------------------------------------------------------------------------
Create a window
------------------------------------------------------------------------*/
static Bool WaitForMapNotify(Display *d, XEvent *e, char *arg)
{
return (e->type == MapNotify) && (e->xmap.window == *(Window*)arg);
}
static void createTheWindow()
{
XEvent event;
int x,y, attr_mask;
XSizeHints hints;
XWMHints *StartupState;
XTextProperty textprop;
XSetWindowAttributes attr;
static char *title = "FTB's little OpenGL example";
/* Connect to the X server */
Xdisplay = XOpenDisplay(NULL);
if (!Xdisplay) {
fatalError("Couldn't connect to X server\n");
}
Xscreen = DefaultScreen(Xdisplay);
Xroot = RootWindow(Xdisplay, Xscreen);
fbconfigs = glXChooseFBConfig(Xdisplay, Xscreen, VisData, &numfbconfigs);
for(int i = 0; i<numfbconfigs; i++) {
visual = (XVisualInfo_CPP*) glXGetVisualFromFBConfig(Xdisplay, fbconfigs[i]);
if(!visual)
continue;
pictFormat = XRenderFindVisualFormat(Xdisplay, visual->visual);
if(!pictFormat)
continue;
if(pictFormat->direct.alphaMask > 0) {
fbconfig = fbconfigs[i];
break;
}
}
/* Create a colormap - only needed on some X clients, eg. IRIX */
cmap = XCreateColormap(Xdisplay, Xroot, visual->visual, AllocNone);
/* Prepare the attributes for our window */
attr.colormap = cmap;
attr.border_pixel = 0;
attr.event_mask =
StructureNotifyMask |
EnterWindowMask |
LeaveWindowMask |
ExposureMask |
ButtonPressMask |
ButtonReleaseMask |
OwnerGrabButtonMask |
KeyPressMask |
KeyReleaseMask;
attr.background_pixmap = None;
attr_mask =
CWBackPixmap|
CWColormap|
CWBorderPixel|
CWEventMask; /* What's in the attr data */
/* Create the window */
width = DisplayWidth(Xdisplay, DefaultScreen(Xdisplay))/2;
height = DisplayHeight(Xdisplay, DefaultScreen(Xdisplay))/2;
x=width/2, y=height/2;
/* Create the window */
WindowHandle = XCreateWindow( Xdisplay, /* Screen */
Xroot, /* Parent */
x, y, width, height,/* Position */
1,/* Border */
visual->depth,/* Color depth*/
InputOutput,/* klass */
visual->visual,/* Visual */
attr_mask, &attr);/* Attributes*/
if( !WindowHandle ) {
fatalError("Couldn't create the window\n");
}
/* Configure it... (ok, ok, this next bit isn't "minimal") */
textprop.value = (unsigned char*)title;
textprop.encoding = XA_STRING;
textprop.format = 8;
textprop.nitems = strlen(title);
hints.x = x;
hints.y = y;
hints.width = width;
hints.height = height;
hints.flags = USPosition|USSize;
StartupState = XAllocWMHints();
StartupState->initial_state = NormalState;
StartupState->flags = StateHint;
XSetWMProperties(Xdisplay, WindowHandle,&textprop, &textprop,/* Window title/icon title*/
NULL, 0,/* Argv[], argc for program*/
&hints, /* Start position/size*/
StartupState,/* Iconised/not flag */
NULL);
XFree(StartupState);
/* Open it, wait for it to appear */
XMapWindow(Xdisplay, WindowHandle);
XIfEvent(Xdisplay, &event, WaitForMapNotify, (char*)&WindowHandle);
/* Set the kill atom so we get a message when the user tries to close the window */
if ((del_atom = XInternAtom(Xdisplay, "WM_DELETE_WINDOW", 0)) != None) {
XSetWMProtocols(Xdisplay, WindowHandle, &del_atom, 1);
}
}
/*------------------------------------------------------------------------
Create the OpenGL rendering context
------------------------------------------------------------------------*/
static void createTheRenderContext()
{
/* See if we can do OpenGL on this visual */
int dummy;
if (!glXQueryExtension(Xdisplay, &dummy, &dummy)) {
fatalError("OpenGL not supported by X server\n");
}
/* Create the OpenGL rendering context */
RenderContext = glXCreateNewContext(Xdisplay, fbconfig, GLX_RGBA_TYPE, 0, True);
if (!RenderContext) {
fatalError("Failed to create a GL context\n");
}
GLXWindowHandle = glXCreateWindow(Xdisplay, fbconfig, WindowHandle, NULL);
/* Make it current */
if (!glXMakeContextCurrent(Xdisplay, GLXWindowHandle, GLXWindowHandle, RenderContext)) {
fatalError("glXMakeCurrent failed for window\n");
}
glGenTextures(1, &texture);
glBindTexture(GL_TEXTURE_2D, texture);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, tex_width, tex_height, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
}
/*------------------------------------------------------------------------
Window messages
------------------------------------------------------------------------*/
static int updateTheMessageQueue()
{
XEvent event;
XConfigureEvent *xc;
while (XPending(Xdisplay))
{
XNextEvent(Xdisplay, &event);
switch (event.type)
{
case ClientMessage:
if (event.xclient.data.l[0] == del_atom)
{
return 0;
}
break;
case ConfigureNotify:
xc = &(event.xconfigure);
width = xc->width;
height = xc->height;
break;
}
}
return 1;
}
/*------------------------------------------------------------------------
Redraw the window
------------------------------------------------------------------------*/
float const light_dir[]={1,1,1,0};
float const light_color[]={1,0.95,0.9,1};
static void redrawTheWindow()
{
int size;
static float a=0;
static float b=0;
static float c=0;
glViewport(0,0,width,height);
/* Clear the screen */
// glClearColor(0.750,0.750,1.0,0.5);
glClearColor(0.0,0.0,0.0,0.);
glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
gluPerspective(45, (float)width/(float)height, 1, 10);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
glEnable(GL_DEPTH_TEST);
glDisable(GL_CULL_FACE);
glLightfv(GL_LIGHT0, GL_POSITION, light_dir);
glLightfv(GL_LIGHT0, GL_DIFFUSE, light_color);
glTranslatef(0,0,-5);
glRotatef(a, 1, 0, 0);
glRotatef(b, 0, 1, 0);
glRotatef(c, 0, 0, 1);
glEnable(GL_LIGHT0);
glEnable(GL_LIGHTING);
glutSolidTeapot(1);
a=fmod(a+0.1, 360.);
b=fmod(b+0.5, 360.);
c=fmod(c+0.25, 360.);
/* Swapbuffers */
glXSwapBuffers(Xdisplay, GLXWindowHandle);
}
/*------------------------------------------------------------------------
Program entry point
------------------------------------------------------------------------*/
int main(int argc, char *argv[])
{
/* instead of a triangle I wanted a teapot. GLUT has it.
GLUT is NOT used for window creation, but just the teapot
primitive. Nevertheless it must be initialized */
glutInit(&argc, argv);
createTheWindow();
createTheRenderContext();
while (updateTheMessageQueue()) {
redrawTheWindow();
}
return 0;
}
This is really architecture question or 'how does it work' question than a problem to solve.
Apple documentation claims that CGL is lowest level api for managing OpenGL contexts, yet is lacks functionality that allows to connect a context to a window.
AGL and Cocoa can bind a context to a window without a problem though, so the question is - how do they do that if they are built upon CGL?
The obvious way appears to be that they use CGL to render to offscreen memory and are then capable of compositing this somehow. If this is so, how does that happen?
There is a private function CGLSetSurface that connects a surface that is part of a window to a GL context created with CGLCreateContext. Both AGL and Cocoa use this function internally.
Complete example:
/*
mkdir -p build/test.app/Contents/MacOS
clang++ --std=c++11
-fno-exceptions
-fno-rtti
-mmacosx-version-min=10.9
-Wno-writable-strings
-Wno-deprecated-declarations
-framework OpenGL
-framework Carbon
-g gui8.cpp
-o build/test.app/Contents/MacOS/test
*/
#include <stdio.h>
#include <stdint.h>
#include <stdlib.h>
#include <ApplicationServices/ApplicationServices.h>
#include <Carbon/Carbon.h>
#include <OpenGL/CGLTypes.h>
#include <OpenGL/CGLCurrent.h>
#include <OpenGL/OpenGL.h>
#include <OpenGL/gl.h>
typedef int CGSConnectionID;
typedef int CGSWindowID;
typedef int CGSSurfaceID;
typedef uint32_t _CGWindowID;
extern "C" {
typedef int CGSConnection;
typedef int CGSWindow;
typedef int CGSValue;
typedef enum _CGSWindowOrderingMode {
kCGSOrderAbove = 1, // Window is ordered above target.
kCGSOrderBelow = -1, // Window is ordered below target.
kCGSOrderOut = 0 // Window is removed from the on-screen window list.
} CGSWindowOrderingMode;
typedef void *CGSRegion;
typedef CGSRegion *CGSRegionRef;
typedef CGSWindow *CGSWindowRef;
extern CGError CGSNewWindow( CGSConnection cid, int, float, float, const CGSRegion, CGSWindowRef);
extern CGError CGSNewRegionWithRect( const CGRect * rect, CGSRegionRef newRegion );
extern OSStatus CGSOrderWindow(CGSConnection cid, CGSWindow win, CGSWindowOrderingMode place, CGSWindow relativeToWindow /* nullable */);
extern OSStatus CGSSetWindowProperty(const CGSConnection cid, CGSWindow wid, CGSValue key, CGSValue value);
extern CGSConnectionID CGSMainConnectionID(void);
extern CGError CGSAddSurface(CGSConnectionID cid, _CGWindowID wid, CGSSurfaceID *sid);
extern CGError CGSSetSurfaceBounds(CGSConnectionID cid, _CGWindowID wid, CGSSurfaceID sid, CGRect rect);
extern CGError CGSOrderSurface(CGSConnectionID cid, _CGWindowID wid, CGSSurfaceID sid, int a, int b);
extern OSStatus CGSMoveWindow(const CGSConnection cid, const CGSWindow wid, CGPoint *point);
extern CGLError CGLSetSurface(CGLContextObj gl, CGSConnectionID cid, CGSWindowID wid, CGSSurfaceID sid);
}
#define kCGSBufferedBackingType 2
int main () {
CGLContextObj cgl_context = NULL;
CGSWindow window = 0;
int width = 500, height = 500;
CGPoint window_pos = { .x = 200, .y = 200 };
bool quit = false;
CGSConnectionID connection_id = CGSMainConnectionID();
assert(connection_id);
{
CGSRegion region = NULL;
CGRect r = CGRectMake(0,0, width, height);
auto err1 = CGSNewRegionWithRect(&r, ®ion);
assert(region);
auto err2 = CGSNewWindow(connection_id, kCGSBufferedBackingType, window_pos.x, window_pos.y, region, &window);
assert(window);
auto err3 = CGSOrderWindow(connection_id, window, kCGSOrderAbove, 0);
assert (err3 == kCGErrorSuccess);
CGLPixelFormatAttribute attributes[] = {
kCGLPFADoubleBuffer,
kCGLPFAAccelerated, // Hardware rendering
// kCGLPFARendererID, (CGLPixelFormatAttribute) kCGLRendererGenericFloatID, // Software rendering
(CGLPixelFormatAttribute)0
};
CGLPixelFormatObj pix;
GLint num;
auto err4 = CGLChoosePixelFormat(attributes, &pix, &num);
assert(err4 == kCGLNoError); // CGLErrorString(err1)
assert(pix);
CGLCreateContext(pix, NULL, &cgl_context);
assert(cgl_context);
CGLDestroyPixelFormat(pix);
CGLSetCurrentContext(cgl_context);
GLint v_sync_enabled = 1;
CGLSetParameter(cgl_context, kCGLCPSwapInterval, &v_sync_enabled);
CGSSurfaceID surface_id = 0;
auto err5 = CGSAddSurface(connection_id, window, &surface_id);
assert(err5 == kCGErrorSuccess);
auto err6 = CGSSetSurfaceBounds(connection_id, window, surface_id, CGRectMake(0, 0, width, height));
assert(err6 == kCGErrorSuccess);
auto err7 = CGSOrderSurface(connection_id, window, surface_id, 1, 0);
assert(err7 == kCGErrorSuccess);
auto err8 = CGLSetSurface(cgl_context, connection_id, window, surface_id);
assert(err8 == kCGLNoError);
GLint drawable = 0;
CGLGetParameter(cgl_context, kCGLCPHasDrawable, &drawable);
assert(drawable == 1);
}
assert(glGetError() == GL_NO_ERROR);
CGPoint drag_starting_position;
bool drag_started = false;
while (!quit) {
glClearColor(1,1,0,1);
glClear(GL_COLOR_BUFFER_BIT);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
static float a = 0;
glRotatef(a * 1000, 0, 0, 1);
// printf("a: %f\n", a);
a= a + .001;
glBegin(GL_QUADS);
if (a>1.5) a=0;
glColor4f(0,a,1,1);
glVertex2f(0.25, 0.25);
glVertex2f(0.75, 0.25);
glVertex2f(0.75, 0.75);
glVertex2f(0.25, 0.75);
glEnd();
auto err1 = CGLFlushDrawable(cgl_context);
assert(err1 == kCGLNoError);
assert(glGetError() == GL_NO_ERROR);
}
CGLSetCurrentContext(NULL);
CGLDestroyContext(cgl_context);
}
I didn't revisit the question ever since, this is what I was able to make out of it:
The undocumented api's that float around the net appear to be a missing block from all that - I was able to CGLSetSurface without it returning an error, however it didn't do all that much in the end. Apparently there is some other stuff that needs to be done to make everything work on such a low level.
In all, there doesn't appear to be a sane way to control everything through CGL. The way to handle everything is like everyone else is doing apparently - through Cocoa classes (using CGL for all the stuff other then attaching to window is fine though after that point).