,.
"
COPYRIGHT (c) 1993 by Claus Gittinger
All Rights Reserved
This software is furnished under a license and may be used
only in accordance with the terms of that license and with the
inclusion of the above copyright notice. This software may not
be provided or otherwise made available to, or used by, any
other person. No title to or ownership of the software is
hereby transferred.
"
XWorkstation subclass:#GLXWorkstation
instanceVariableNames:'activeWindow'
classVariableNames: ''
poolDictionaries:''
category:'Interface-Graphics'
!
GLXWorkstation comment:'
COPYRIGHT (c) 1993 by Claus Gittinger
All Rights Reserved
this class was originally written as a demo on how an interface to
a c graphics library could be implemented. In the mean time, it has become
quite complete ...
It provides an interface to either a real GL (on SGI workstations)
or a simulated VGL (GL-light; low nicotine).
Most of the hard work was done by Jeff (thanks indeed) ...
I do really not know what most of these functions do - for more
detail, see the GL man pages (on SGI) or the doc provided with VGL.
The interface offered here provides a very very low level (i.e one-to-one)
interface to GL functions. More high-level stuff is required, to make
3D drawing be more object-oriented. (see a bit of this in clients/IRIS-specials)
Some functions are dublicated, Jeff and I developed those in parallel -
one of them will vanish - that is certain ...
$Header: /cvs/stx/stx/libview/GLXWorkstation.st,v 1.8 1994-01-16 03:54:17 claus Exp $
written june 93 by claus
VGL stuff dec 93
many many additions jan 94 by Jeff McAffer <jeff@is.s.u-tokyo.ac.jp>
'!
%{
/*
* on SGI, this class is compiled with -DGLX, while
* for simulation (using vogl), this is compiled with -DVGL
*/
/*
* this is stupid, GLX defines String, which is also defined here ...
*/
# define String GLX_String
#ifdef GLX
# include <gl/glws.h>
# include <gl/sphere.h>
#else
# include <vogl.h>
# include <X11/Xlib.h>
#endif
typedef enum {
GLXcolorIndexSingleBuffer,
GLXcolorIndexDoubleBuffer,
GLXrgbSingleBuffer,
GLXrgbDoubleBuffer
} GLXWindowType;
extern Window GLXCreateWindow();
#undef String
/*
* some defines - tired of typing ...
* most of these macros/functions extract values from smalltalk objects and
* put/pack them into corresponding c variables.
*
*/
#define MKDPY(o) (Display *)(_intVal(o))
#define MKWIN(o) (Window)(_intVal(o))
#define MKGC(o) (GC)(_intVal(o))
#define MKCURS(o) (Cursor)(_intVal(o))
#define MKFONT(o) (XFontStruct *)(_intVal(o))
#define MKDPSContext(o) (DPSContext)(_intVal(o))
#define myDpy MKDPY(_INST(displayId))
#define SETWIN(aGLXWindowId) \
if (_INST(activeWindow) != aGLXWindowId) { \
if (GLXwinset(myDpy, MKWIN(aGLXWindowId)) < 0) { \
RETURN (false); \
} \
_INST(activeWindow) = aGLXWindowId; \
}
/*
* check for and fetch a boolean from ST-arg into C-dst
* ST-object must be true or false
*/
#define _MKBOOLEAN(b) ((b==FALSE) ? false : true)
#define _booleanVal(b) ((b==false) ? (Boolean)FALSE : (Boolean)TRUE)
#define _BOOLEAN_(arg, dst) \
if (arg==true) \
dst = (Boolean)TRUE; \
else if (arg==false) \
dst = (Boolean)FALSE; \
else { RETURN(false); }
/*
* check for and fetch a coord from ST-arg into C-dst
* ST-object must be Float, SmallInteger or Fraction
*/
#define _coordVal(c) \
((_isFloat(c)) ? (Coord)(_floatVal(c)) \
: (Coord)(_intVal(c)))
#define _COORD_(arg, dst) \
if (_isFloat(arg)) \
dst = (Coord)(_floatVal(arg)); \
else if (_isSmallInteger(arg)) \
dst = (Coord)(_intVal(arg)); \
else if (_isFraction(arg) \
&& _isSmallInteger(_FractionInstPtr(arg)->f_numerator) \
&& _isSmallInteger(_FractionInstPtr(arg)->f_denominator)) { \
float n, d; \
\
n = (float)(_intVal(_FractionInstPtr(arg)->f_numerator)); \
d = (float)(_intVal(_FractionInstPtr(arg)->f_denominator)); \
dst = (Coord)(n / d); \
} else { RETURN(false); }
/*
* check for and fetch an icoord from ST-arg into C-dst
* ST-object must be SmallInteger
*/
#define _icoordVal(c) ((Icoord)(_intVal(c)))
#define _ICOORD_(arg, dst) \
if (_isSmallInteger(arg)) \
dst = (Icoord)(_intVal(arg)); \
else { RETURN(false); }
/*
* check for and fetch an icoord from ST-arg into C-dst
* ST-object must be SmallInteger
*/
#define _scoordVal(c) ((Scoord)(_intVal(c)))
#define _SCOORD_(arg, dst) \
if (_isSmallInteger(arg)) \
dst = (Scoord)(_intVal(arg)); \
else { RETURN(false); }
#define _screencoordVal(c) ((Screencoord)(_intVal(c)))
#define _SCREENCOORD_(arg, dst) \
if (_isSmallInteger(arg)) \
dst = (Screencoord)(_intVal(arg)); \
else { RETURN(false); }
#define _colorindexVal(c) ((Colorindex)(_intVal(c)))
#define _COLORINDEX_(arg, dst) \
if (_isSmallInteger(arg)) \
dst = (Colorindex)(_intVal(arg)); \
else { RETURN(false); }
#define _linestyleVal(l) ((Linestyle)(_intVal(l)))
#define _shortVal(l) ((short)(_intVal(l)))
#define _longVal(l) ((long)(_intVal(l)))
#define _deviceVal(l) ((Device)(_intVal(l)))
#define _tagVal(l) ((Tag)(_intVal(l)))
#define _objectVal(l) ((Object)(_intVal(l)))
#define _offsetVal(l) ((Offset)(_intVal(l)))
#define _rgbVal(l) ((RGBvalue)(_intVal(l)))
#define _angleVal(c) ((Angle)(_intVal(c)))
#define _ANGLE_(arg, dst) \
if (_isSmallInteger(arg)) \
dst = (Angle)(_intVal(arg)); \
else { RETURN(false); }
#define _FLOAT_(arg, dst) \
if (_isFloat(arg)) \
dst = (float)(_floatVal(arg)); \
else if (_isSmallInteger(arg)) \
dst = (float)(_intVal(arg)); \
else if (_isFraction(arg) \
&& _isSmallInteger(_FractionInstPtr(arg)->f_numerator) \
&& _isSmallInteger(_FractionInstPtr(arg)->f_denominator)) { \
float n, d; \
\
n = (float)(_intVal(_FractionInstPtr(arg)->f_numerator)); \
d = (float)(_intVal(_FractionInstPtr(arg)->f_denominator)); \
dst = (float)(n / d); \
} else { RETURN(false); }
#define _INT_(arg, dst) \
if (_isSmallInteger(arg)) \
dst = (int)(_intVal(arg)); \
else { RETURN(false); }
#define _indexedArea(object) \
(((char *) (_InstPtr(object))) \
+ OHDR_SIZE \
+ (_intVal(_ClassInstPtr(_qClass(object))->c_ninstvars)) * sizeof(OBJ))
/*
* helper for rotation - call rot() for floats or fractions; rotate for integers
*/
static OBJ
doRotate(angle, axis)
OBJ angle;
char axis;
{
Angle a_angle;
float f_angle;
if (_isFloat(angle)) {
f_angle = (float)(_floatVal(angle));
rot(f_angle, axis);
return (true);
}
if (_isFraction(angle)
&& _isSmallInteger(_FractionInstPtr(angle)->f_numerator)
&& _isSmallInteger(_FractionInstPtr(angle)->f_denominator)) {
float n, d;
n = (float)(_intVal(_FractionInstPtr(angle)->f_numerator));
d = (float)(_intVal(_FractionInstPtr(angle)->f_denominator));
f_angle = n / d;
rot(f_angle, axis);
return (true);
}
if (_isSmallInteger(angle)) {
a_angle = (Angle)(_intVal(angle));
rotate(a_angle, axis);
return (true);
}
return false;
}
/*
* fetch integers from an st-array (elements must be smallIntegers)
*/
static long *
getLongsFromInto(obj, vec, count)
OBJ obj;
long *vec;
{
OBJ cls, o;
int nByte, i, ninstVars, nInstBytes;
char *pElem;
if (! _isNonNilObject(obj)) return (long *)NULL;
cls = _qClass(obj);
ninstVars = _intVal(_ClassInstPtr(cls)->c_ninstvars);
nInstBytes = OHDR_SIZE + ninstVars * sizeof(OBJ);
nByte = _qSize(obj) - nInstBytes;
pElem = (char *)(_InstPtr(obj)) + nInstBytes;
if (nByte < (count * sizeof(OBJ))) return (long *)NULL;
for (i=0; i<count; i++) {
o = *(OBJ *)pElem;
if (! _isSmallInteger(o)) return (long *)NULL;
vec[i] = (long)_intVal(o);
pElem += sizeof(OBJ);
}
return vec;
}
/*
* fetch shorts from an st-array (elements must be smallIntegers)
*/
static short *
getShortsFromInto(obj, vec, count)
OBJ obj;
short *vec;
{
OBJ cls, o;
int nByte, i, ninstVars, nInstBytes;
char *pElem;
if (! _isNonNilObject(obj)) return (short *)NULL;
cls = _qClass(obj);
ninstVars = _intVal(_ClassInstPtr(cls)->c_ninstvars);
nInstBytes = OHDR_SIZE + ninstVars * sizeof(OBJ);
nByte = _qSize(obj) - nInstBytes;
pElem = (char *)(_InstPtr(obj)) + nInstBytes;
if (nByte < (count * sizeof(OBJ))) return (short *)NULL;
for (i=0; i<count; i++) {
o = *(OBJ *)pElem;
if (! _isSmallInteger(o)) return (short *)NULL;
vec[i] = (short)_intVal(o);
pElem += sizeof(OBJ);
}
return vec;
}
/*
* fetch floats from an st-object into a c-float array
* which may be a floatArray, doubleArray or array-of-something,
* where something may be a float, fraction or smallInteger,
*/
static float *
getFloatsFromInto(obj, vec, count)
OBJ obj;
float *vec;
{
OBJ cls;
int nByte;
OBJ o;
int i, ninstVars, nInstBytes;
char *pElem;
if (! _isNonNilObject(obj)) return (float *)0;
cls = _qClass(obj);
ninstVars = _intVal(_ClassInstPtr(cls)->c_ninstvars);
nInstBytes = OHDR_SIZE + ninstVars * sizeof(OBJ);
nByte = _qSize(obj) - nInstBytes;
pElem = (char *)(_InstPtr(obj)) + nInstBytes;
switch (_intVal(_ClassInstPtr(cls)->c_flags) & ARRAYMASK) {
case FLOATARRAY:
/*
* best speed for float array
* - the data is already as we want it
*/
if (nByte < (count * sizeof(float))) return (float *)0;
return (float *)pElem;
case DOUBLEARRAY:
/*
* for double array, have to copy-and-cast
*/
if (nByte < (count * sizeof(double))) return (float *)0;
for (i=0; i<count; i++) {
vec[i] = *((double *)pElem);
pElem += sizeof(double);
}
return vec;
case POINTERARRAY:
/*
* for other array, have to fetch, check and store
* the elements can be floats, smallintegers or fractions
*/
if (nByte < (count * sizeof(OBJ))) return (float *)0;
/* get elements one-by-one */
for (i=0; i<count; i++) {
o = *(OBJ *)pElem;
if (_isFloat(o)) {
vec[i] = _floatVal(o);
} else if (_isSmallInteger(o)) {
vec[i] = (float)(_intVal(o));
} else if (_isFraction(o)
&& _isSmallInteger(_FractionInstPtr(o)->f_numerator)
&& _isSmallInteger(_FractionInstPtr(o)->f_denominator)) {
float n, d;
n = (float)(_intVal(_FractionInstPtr(o)->f_numerator));
d = (float)(_intVal(_FractionInstPtr(o)->f_denominator));
vec[i] = n / d;
} else
return 0;
pElem += sizeof(OBJ);
}
return vec;
}
return (float *)0;
}
/*
* fetch doubles from an st-object into a c-double array
* which may be a floatArray, doubleArray or array-of-something,
* where something may be a float, fraction or smallInteger,
*/
static double *
getDoublesFromInto(obj, vec, count)
OBJ obj;
double *vec;
{
OBJ cls, o;
int nByte, i, ninstVars, nInstBytes;
char *pElem;
if (! _isNonNilObject(obj)) return (double *)0;
cls = _qClass(obj);
ninstVars = _intVal(_ClassInstPtr(cls)->c_ninstvars);
nInstBytes = OHDR_SIZE + ninstVars * sizeof(OBJ);
nByte = _qSize(obj) - nInstBytes;
pElem = (char *)(_InstPtr(obj)) + nInstBytes;
switch (_intVal(_ClassInstPtr(cls)->c_flags) & ARRAYMASK) {
case DOUBLEARRAY:
/* best speed for double array - the data is already as we want it */
if (nByte < (count * sizeof(double))) return (double *)0;
return (double *)pElem;
case FLOATARRAY:
if (nByte < (count * sizeof(float))) return (double *)0;
for (i=0; i<count; i++) {
vec[i] = *((float *)pElem);
pElem += sizeof(float);
}
return vec;
case POINTERARRAY:
if (nByte < (count * sizeof(OBJ))) return (double *)0;
/* get elements one-by-one */
for (i=0; i<count; i++) {
o = *(OBJ *)pElem;
if (_isFloat(o))
vec[i] = _floatVal(o);
else if (_isSmallInteger(o))
vec[i] = (double)(_intVal(o));
else if (_isFraction(o)
&& _isSmallInteger(_FractionInstPtr(o)->f_numerator)
&& _isSmallInteger(_FractionInstPtr(o)->f_denominator)) {
double n, d;
n = (double)(_intVal(_FractionInstPtr(o)->f_numerator));
d = (double)(_intVal(_FractionInstPtr(o)->f_denominator));
vec[i] = n / d;
} else
return 0;
pElem += sizeof(OBJ);
}
return vec;
}
return (double *)0;
}
/*
* move from a c-float array into an st-object,
* the st-object MUST be either a float- or double array
*/
static
putFloatsFromInto(vec, obj, count)
OBJ obj;
float *vec;
{
OBJ cls;
int nByte;
OBJ o;
int i, ninstVars, nInstBytes;
char *pElem;
if (! _isNonNilObject(obj)) return 0;
cls = _qClass(obj);
ninstVars = _intVal(_ClassInstPtr(cls)->c_ninstvars);
nInstBytes = OHDR_SIZE + ninstVars * sizeof(OBJ);
nByte = _qSize(obj) - nInstBytes;
pElem = (char *)(_InstPtr(obj)) + nInstBytes;
switch (_intVal(_ClassInstPtr(cls)->c_flags) & ARRAYMASK) {
case FLOATARRAY:
if (nByte < (count * sizeof(float))) return 0;
for (i=0; i<count; i++) {
*(float *)pElem = vec[i];
pElem += sizeof(float);
}
return 1;
case DOUBLEARRAY:
if (nByte < (count * sizeof(float))) return 0;
for (i=0; i<count; i++) {
*(double *)pElem = vec[i];
pElem += sizeof(double);
}
return 1;
}
/* not implemented for others */
return 0;
}
static Matrix*
getFloatsFromMatrixInto(obj, mp)
OBJ obj;
Matrix *mp;
{
OBJ cls;
extern OBJ FloatArray, DoubleArray, Array;
int nByte;
OBJ o;
int ninstVars, nInstBytes;
char *pElem;
int x = 0;
int i,j;
if (! _isNonNilObject(obj)) return (Matrix *)0;
cls = _qClass(obj);
ninstVars = _intVal(_ClassInstPtr(cls)->c_ninstvars);
nInstBytes = OHDR_SIZE + ninstVars * sizeof(OBJ);
nByte = _qSize(obj) - nInstBytes;
pElem = (char *)(_InstPtr(obj)) + nInstBytes;
switch (_intVal(_ClassInstPtr(cls)->c_flags) & ARRAYMASK) {
case FLOATARRAY:
/*
* very easy for FLOATARRAY objects - no copying needed
*/
if (nByte < (16 * sizeof(float))) return (Matrix *)0;
return (Matrix *) _FloatArrayInstPtr(obj)->f_element;
case DOUBLEARRAY:
/*
* for DOUBLEARRAY objects copy and cast
*/
if (nByte < (16 * sizeof(double))) return (Matrix *)0;
for (i=0; i<4; i++) {
for (j=0; j<4; j++) {
(*mp)[i][j] = _DoubleArrayInstPtr(obj)->d_element[x];
x++;
}
}
return mp;
case POINTERARRAY:
if (nByte < (16 * sizeof(OBJ))) return (Matrix *)0;
/*
* get elements one-by-one
*/
for (i=0; i<4; i++) {
for (j=0; j<4; j++) {
o = _ArrayInstPtr(obj)->a_element[x];
if (_isFloat(o)) {
(*mp)[i][j] = _floatVal(o);
} else if (_isSmallInteger(o)) {
(*mp)[i][j] = (double)_intVal(o);
} else if (_isFraction(o)
&& _isSmallInteger(_FractionInstPtr(o)->f_numerator)
&& _isSmallInteger(_FractionInstPtr(o)->f_denominator)) {
double n, d;
n = (double)(_intVal(_FractionInstPtr(o)->f_numerator));
d = (double)(_intVal(_FractionInstPtr(o)->f_denominator));
(*mp)[i][j] = n / d;
} else
return (Matrix *)0;
x++;
}
}
return mp;
}
return (Matrix *)0;
}
%}
!GLXWorkstation methodsFor:'queries'!
supportsRGB
"return true, if this gl workstation supports rgb
(in addition to indexed) colors. Actually, we return true
for a real GL engine, false for the simulator here."
%{ /* NOCONTEXT */
#ifdef VGL
RETURN ( false );
#endif
#ifdef GLX
RETURN ( true );
#endif
%}
! !
!GLXWorkstation methodsFor:'window creation'!
createGLXWindowFor:aView left:xpos top:ypos width:wwidth height:wheight type:glxType
|ext minWidth minHeight maxWidth maxHeight
bWidth bColor viewBg viewBgId wsuperView wsuperViewId wcreateOnTop
winputOnly wlabel wcursor wcursorId wicon wiconId windowId
weventMask wiconView wiconViewId bitGravity viewGravity vBgColor
vBgForm deepForm|
"{ Symbol: colorIndexSingleBuffer }"
"{ Symbol: colorIndexDoubleBuffer }"
"{ Symbol: rgbSingleBuffer }"
"{ Symbol: rgbDoubleBuffer }"
wsuperView := aView superView.
wsuperView notNil ifTrue:[
wsuperViewId := wsuperView id
].
%{
Display *dpy = myDpy;
int screen = _intVal(_INST(screen));
Window newWindow, parentWindow;
extern Window GLXCreateWindow();
int t;
if (_isSmallInteger(xpos) && _isSmallInteger(ypos)
&& _isSmallInteger(wwidth) && _isSmallInteger(wheight)) {
if (_isSmallInteger(wsuperViewId)) {
parentWindow = MKWIN(wsuperViewId);
} else {
parentWindow = RootWindow(dpy, screen);
}
if (glxType == _colorIndexSingleBuffer)
t = GLXcolorIndexSingleBuffer;
else if (glxType == _colorIndexDoubleBuffer)
t = GLXcolorIndexDoubleBuffer;
else if (glxType == _rgbSingleBuffer)
t = GLXrgbSingleBuffer;
else if (glxType == _rgbDoubleBuffer)
t = GLXrgbDoubleBuffer;
else {
RETURN ( nil );
}
newWindow = GLXCreateWindow(dpy, parentWindow,
_intVal(xpos), _intVal(ypos),
_intVal(wwidth), _intVal(wheight),
0, t);
if (! newWindow) {
RETURN ( nil );
}
windowId = MKOBJ(newWindow);
}
%}
.
windowId notNil ifTrue:[
self addKnownView:aView withId:windowId.
].
^ windowId
!
unlinkGLXView:aGLXWindowId
"remove X/GLX link"
%{
if (_isSmallInteger(aGLXWindowId))
GLXUnlinkWindow(myDpy, MKWIN(aGLXWindowId));
%}
! !
!GLXWorkstation methodsFor:'glx access'!
glxPerspectiveFovy:fovy aspect:aspect near:near far:far in:aGLXWindowId
"define perspective projection"
%{ /* NOCONTEXT */
Angle a_fovy;
Coord c_near, c_far;
float f_aspect;
_ANGLE_ (fovy, a_fovy)
_FLOAT_ (aspect, f_aspect)
_COORD_ (near, c_near)
_COORD_ (far, c_far)
SETWIN(aGLXWindowId)
perspective(a_fovy, f_aspect, c_near, c_far);
RETURN (true);
%}
!
glxWindowLeft: left right: right bottom: bottom top: top near: near far: far in: aGLXWindowId
"this one was added independently by JEFF - kept for his programs ..."
self glxWindowLeft:left right:right top:top bottom:bottom near:near far:far in:aGLXWindowId
!
glxWindowLeft:left right:right top:top bottom:bottom near:near far:far in:aGLXWindowId
"define perspective viewing pyramid"
%{ /* NOCONTEXT */
Coord c_left, c_right, c_top, c_bot, c_near, c_far;
_COORD_ (left, c_left)
_COORD_ (right, c_right)
_COORD_ (top, c_top)
_COORD_ (bottom, c_bot)
_COORD_ (near, c_near)
_COORD_ (far, c_far)
SETWIN(aGLXWindowId)
window(c_left, c_right, c_bot, c_top, c_near, c_far);
RETURN (true);
%}
!
glxTranslateX:x y:y z:z in:aGLXWindowId
"translate current matrix"
%{ /* NOCONTEXT */
Coord c_x, c_y, c_z;
_COORD_ (x, c_x)
_COORD_ (y, c_y)
_COORD_ (z, c_z)
SETWIN(aGLXWindowId)
translate(c_x, c_y, c_z);
RETURN (true);
%}
!
glxScaleX:x y:y z:z in:aGLXWindowId
"scale & mirror current matrix"
%{ /* NOCONTEXT */
float f_x, f_y, f_z;
_FLOAT_ (x, f_x)
_FLOAT_ (y, f_y)
_FLOAT_ (z, f_z)
SETWIN(aGLXWindowId)
scale(f_x, f_y, f_z);
RETURN (true);
%}
!
glxRotateX:angle in:aGLXWindowId
"rotate the current matrix on x axis"
%{ /* NOCONTEXT */
SETWIN(aGLXWindowId)
RETURN (doRotate(angle, 'x'));
%}
.
^ false
!
glxRotateY:angle in:aGLXWindowId
"rotate the current matrix on y axis"
%{ /* NOCONTEXT */
SETWIN(aGLXWindowId)
RETURN (doRotate(angle, 'y'));
%}
.
^ false
!
glxRotateZ:angle in:aGLXWindowId
"rotate the current matrix on z axis"
%{ /* NOCONTEXT */
SETWIN(aGLXWindowId)
RETURN (doRotate(angle, 'z'));
%}
.
^ false
!
glxRotate:angle axis:axis in:aGLXWindowId
"rotate the current matrix around the axis given by the axis arg,
which must be one of the symbols: #x, #y or #z"
"{ Symbol: x }"
"{ Symbol: y }"
"{ Symbol: z }"
%{ /* NOCONTEXT */
char c_axis;
if (axis == _x)
c_axis = 'x';
else if (axis == _y)
c_axis = 'y';
else if (axis == _z)
c_axis = 'z';
else {
RETURN (false);
}
SETWIN(aGLXWindowId)
RETURN ( doRotate(angle, c_axis) );
%}
!
glxRotateX:xAngle y:yAngle z:zAngle in:aGLXWindowId
"rotate the current matrix on all axis"
%{ /* NOCONTEXT */
SETWIN(aGLXWindowId)
if ( doRotate(xAngle, 'x') == true) {
if ( doRotate(yAngle, 'y') == true) {
RETURN (doRotate(zAngle, 'z'));
}
}
%}
.
^ false
!
glxLookatVx:vx vy:vy vz:vz px:px py:py pz:pz twist:twist in:aGLXWindowId
"define viewing transformation"
%{ /* NOCONTEXT */
Coord f_vx, f_vy, f_vz, f_px, f_py, f_pz;
Angle a_twist;
_COORD_ (vx, f_vx)
_COORD_ (vy, f_vy)
_COORD_ (vz, f_vz)
_COORD_ (px, f_px)
_COORD_ (py, f_py)
_COORD_ (pz, f_pz)
_ANGLE_ (twist, a_twist)
SETWIN(aGLXWindowId)
lookat(f_vx, f_vy, f_vz, f_px, f_py, f_pz, a_twist);
RETURN (true);
%}
!
glxLmdef:what index:index np:np props:props in:aGLXWindowId
"define a material, light source or lighting model;
props must be a FloatArray or a subclass of FloatArray"
"{ Symbol: material }"
"{ Symbol: light }"
"{ Symbol: lightModel }"
%{ /* NOCONTEXT */
#ifdef GLX
short defType;
short i_index, i_np;
extern OBJ FloatArray;
float *fp;
OBJ cls;
int ninstVars, nInstBytes;
if (what == _material)
defType = DEFMATERIAL;
else if (what == _light)
defType = DEFLIGHT;
else if (what == _lightModel)
defType = DEFLMODEL;
else {
RETURN (false);
}
_INT_ (index, i_index);
_INT_ (np, i_np);
if (! _isNonNilObject(props)) fp = NULL;
else {
cls = _qClass(props);
if (cls == FloatArray)
fp = _FloatArrayInstPtr(props)->f_element;
else {
if ((_intVal(_ClassInstPtr(cls)->c_flags) & ARRAYMASK) == FLOATARRAY) {
ninstVars = _intVal(_ClassInstPtr(cls)->c_ninstvars);
fp = (float *) &(_InstPtr(props)->i_instvars[ninstVars]);
} else {
RETURN (false);
}
}
}
SETWIN(aGLXWindowId)
lmdef(defType, i_index, i_np, fp);
RETURN (true);
#endif
%}
.
^ false
!
glxLmbind:target index:index in:aGLXWindowId
"select a material, lighyt or lighting model"
"{ Symbol: material }"
"{ Symbol: backMaterial }"
"{ Symbol: light0 }"
"{ Symbol: light1 }"
"{ Symbol: light2 }"
"{ Symbol: light3 }"
"{ Symbol: light4 }"
"{ Symbol: light5 }"
"{ Symbol: light6 }"
"{ Symbol: light7 }"
"{ Symbol: lightModel }"
%{ /* NOCONTEXT */
#ifdef GLX
short defType;
short i_index;
if (target == _material)
defType = MATERIAL;
else if (target == _backMaterial)
defType = BACKMATERIAL;
else if (target == _light0)
defType = LIGHT0;
else if (target == _light1)
defType = LIGHT1;
else if (target == _light2)
defType = LIGHT2;
else if (target == _light3)
defType = LIGHT3;
else if (target == _light4)
defType = LIGHT4;
else if (target == _light5)
defType = LIGHT5;
else if (target == _light6)
defType = LIGHT6;
else if (target == _light7)
defType = LIGHT7;
else if (target == _lightModel)
defType = LMODEL;
else {
RETURN (false);
}
_INT_ (index, i_index);
SETWIN(aGLXWindowId)
lmbind(defType, i_index);
RETURN (true);
#endif
%}
.
^ false
!
glxColor:index in:aGLXWindowId
"set color, for non gouraud shading, we dont care if the
argument is integer or float; otherwise, better results are
expected with float values."
%{ /* NOCONTEXT */
SETWIN(aGLXWindowId)
if (_isSmallInteger(index)) {
color((Colorindex)(_intVal(index)));
RETURN (true);
}
if (_isFloat(index)) {
colorf((float)(_floatVal(index)));
RETURN (true);
}
%}
.
^ false
!
glxColorRed:r green:g blue:b in:aGLXWindowId
"set color, args must be integer values"
%{ /* NOCONTEXT */
#ifdef GLX
short s_r, s_g, s_b;
_INT_(r, s_r);
_INT_(g, s_g);
_INT_(b, s_b);
SETWIN(aGLXWindowId)
RGBcolor(s_r, s_g, s_b);
RETURN (true);
#endif
%}
.
^ false
!
glxClearIn:aGLXWindowId
"clear to current color"
%{ /* NOCONTEXT */
SETWIN(aGLXWindowId)
clear();
RETURN (true);
%}
.
^ false
!
glxZClearIn:aGLXWindowId
"clear z buffer"
%{ /* NOCONTEXT */
#ifdef GLX
SETWIN(aGLXWindowId)
zclear();
RETURN (true);
#endif
%}
.
^ false
!
glxPushmatrixIn:aGLXWindowId
"push down transformation stack"
%{ /* NOCONTEXT */
SETWIN(aGLXWindowId)
pushmatrix();
RETURN (true);
%}
.
^ false
!
glxPopmatrixIn:aGLXWindowId
"pop transformation stack"
%{ /* NOCONTEXT */
SETWIN(aGLXWindowId)
popmatrix();
RETURN (true);
%}
.
^ false
!
glxSwapBuffersIn:aGLXWindowId
"swap double buffers"
%{ /* NOCONTEXT */
SETWIN(aGLXWindowId)
swapbuffers();
RETURN (true);
%}
.
^ false
!
glxRGBmodeIn:aGLXWindowId
"set true color mode (no colormap)"
%{ /* NOCONTEXT */
#ifdef GLX
SETWIN(aGLXWindowId)
RGBmode();
RETURN (true);
#endif
%}
.
^ false
!
glxDoubleBufferIn:aGLXWindowId
"set double buffer mode"
%{ /* NOCONTEXT */
SETWIN(aGLXWindowId)
doublebuffer();
RETURN (true);
%}
.
^ false
!
glxGconfigIn:aGLXWindowId
"must be sent after RGBmode, doubleBuffer etc. to have these
changes really take effect. See GLX manual.
(Actually, it seems to be not allowed - I dont really know)"
%{ /* NOCONTEXT */
SETWIN(aGLXWindowId)
gconfig();
RETURN (true);
%}
.
^ false
!
glxZbuffer:aBoolean in:aGLXWindowId
"enable/disable z-buffer operation"
%{ /* NOCONTEXT */
#ifdef GLX
SETWIN(aGLXWindowId)
zbuffer(aBoolean == false ? FALSE : TRUE);
RETURN (true);
#endif
%}
.
^ false
!
glxNmode:aSymbol in:aGLXWindowId
"set normalize mode: #auto, #normalize"
"{ Symbol: auto }"
"{ Symbol: normalize }"
%{ /* NOCONTEXT */
#ifdef GLX
if (aSymbol == _auto) {
nmode(NAUTO);
RETURN (true);
}
if (aSymbol == _normalize) {
nmode(NNORMALIZE);
RETURN (true);
}
#endif
%}
.
^ false
!
glxMmode:aSymbol in:aGLXWindowId
"set matrix mode: #single, #viewing, #projection or #texture"
"{ Symbol: single }"
"{ Symbol: viewing }"
"{ Symbol: projection }"
"{ Symbol: texture }"
%{ /* NOCONTEXT */
#ifdef GLX
if (aSymbol == _single) {
mmode(MSINGLE);
RETURN (true);
}
if (aSymbol == _viewing) {
mmode(MVIEWING);
RETURN (true);
}
if (aSymbol == _projection) {
mmode(MPROJECTION);
RETURN (true);
}
if (aSymbol == _texture) {
mmode(MTEXTURE);
RETURN (true);
}
#endif
%}
.
^ false
!
glxBeginPolygonIn:aGLXWindowId
"start a polygon"
%{ /* NOCONTEXT */
SETWIN(aGLXWindowId)
bgnpolygon();
RETURN (true);
%}
.
^ false
!
glxEndPolygonIn:aGLXWindowId
"end a polygon"
%{ /* NOCONTEXT */
SETWIN(aGLXWindowId)
endpolygon();
RETURN (true);
%}
.
^ false
!
glxBeginPointIn:aGLXWindowId
"start a point-group"
%{ /* NOCONTEXT */
SETWIN(aGLXWindowId)
bgnpoint();
RETURN (true);
%}
.
^ false
!
glxEndPointIn:aGLXWindowId
"end a point group"
%{ /* NOCONTEXT */
SETWIN(aGLXWindowId)
endpoint();
RETURN (true);
%}
.
^ false
!
glxBeginCloseLineIn:aGLXWindowId
"will vanish"
self glxBeginClosedLineIn:aGLXWindowId
!
glxBeginClosedLineIn:aGLXWindowId
"start a closed line"
%{ /* NOCONTEXT */
SETWIN(aGLXWindowId)
bgnclosedline();
RETURN (true);
%}
.
^ false
!
glxEndClosedLineIn:aGLXWindowId
"end a closed line"
%{ /* NOCONTEXT */
SETWIN(aGLXWindowId)
endclosedline();
RETURN (true);
%}
.
^ false
!
glxBeginLineIn:aGLXWindowId
"start a line group"
%{ /* NOCONTEXT */
SETWIN(aGLXWindowId)
bgnline();
RETURN (true);
%}
.
^ false
!
glxEndLineIn:aGLXWindowId
"end a line group"
%{ /* NOCONTEXT */
SETWIN(aGLXWindowId)
endline();
RETURN (true);
%}
.
^ false
!
glxBeginTriangleMeshIn:aGLXWindowId
"start a triangle mesh"
%{ /* NOCONTEXT */
SETWIN(aGLXWindowId)
bgntmesh();
RETURN (true);
%}
.
^ false
!
glxEndTriangleMeshIn:aGLXWindowId
"end a triangle mesh"
%{ /* NOCONTEXT */
SETWIN(aGLXWindowId)
endtmesh();
RETURN (true);
%}
.
^ false
!
glxBeginSurfaceIn:aGLXWindowId
"start a NURBS surface def - in real GL only"
%{ /* NOCONTEXT */
#ifdef GLX
SETWIN(aGLXWindowId)
bgnsurface();
RETURN (true);
#endif
%}
.
^ false
!
glxEndSurfaceIn:aGLXWindowId
"end a NURBS surface def - in real GL only"
%{ /* NOCONTEXT */
#ifdef GLX
SETWIN(aGLXWindowId)
endsurface();
RETURN (true);
#endif
%}
.
^ false
!
glxBeginQuadrilateralStripIn:aGLXWindowId
"start a quadrilateral strip"
%{ /* NOCONTEXT */
SETWIN(aGLXWindowId)
bgnqstrip();
RETURN (true);
%}
.
^ false
!
glxEndQuadrilateralStripIn:aGLXWindowId
"end a quadrilateral strip"
%{ /* NOCONTEXT */
SETWIN(aGLXWindowId)
endqstrip();
RETURN (true);
%}
.
^ false
!
glxBeginCurveIn:aGLXWindowId
"start a NURBS curve def - in real GL only"
%{ /* NOCONTEXT */
#ifdef GLX
SETWIN(aGLXWindowId)
bgncurve();
RETURN (true);
#endif
%}
.
^ false
!
glxEndCurveIn:aGLXWindowId
"end a NURBS curve def - in real GL only"
%{ /* NOCONTEXT */
#ifdef GLX
SETWIN(aGLXWindowId)
endcurve();
RETURN (true);
#endif
%}
.
^ false
!
glxSphDraw:arrayOf4Floats in:aGLXWindowId
"argument must be an array(a matrix) of 4 floats containing the
sphere - in real GL only"
%{ /* NOCONTEXT */
#ifdef GLX
float vec[4], *v;
if (! (v = getFloatsFromInto(arrayOf4Floats, vec, 4))) RETURN(false);
SETWIN(aGLXWindowId)
sphdraw(v);
RETURN (true);
#endif
%}
.
^ false
!
glxDefBasis:id mat:aMatrix in:aGLXWindowId
"define the basis"
%{ /* NOCONTEXT */
Matrix matrix;
Matrix *m;
if (! (m = getFloatsFromMatrixInto(aMatrix, &matrix))) RETURN (false);
if (_isSmallInteger(id)) {
SETWIN(aGLXWindowId)
defbasis((short)(_intVal(id)), *m);
RETURN (true);
}
%}
.
^ false
!
glxPatchCurvesU:u v:v in:aGLXWindowId
"set the number of curves in a patch"
%{ /* NOCONTEXT */
if (_isSmallInteger(u) && _isSmallInteger(v)) {
SETWIN(aGLXWindowId)
patchcurves((long)_intVal(u), (long)_intVal(v));
RETURN (true);
}
%}
.
^ false
!
glxPatchPrecisionU:u v:v in:aGLXWindowId
"set the patch precision"
%{ /* NOCONTEXT */
if (_isSmallInteger(u) && _isSmallInteger(v)) {
SETWIN(aGLXWindowId)
patchprecision((long)_intVal(u), (long)_intVal(v));
RETURN (true);
}
%}
.
^ false
!
glxPatchBasisU:u v:v in:aGLXWindowId
"set the current basis matrices"
%{ /* NOCONTEXT */
if (_isSmallInteger(u) && _isSmallInteger(v)) {
SETWIN(aGLXWindowId)
patchbasis((long)_intVal(u), (long)_intVal(v));
RETURN (true);
}
%}
.
^ false
!
glxPatchX:arrayOf16XFloats y:arrayOf16YFloats z:arrayOf16ZFloats in:aGLXWindowId
"arguments must be arrays of 16 floats containing the patch"
%{ /* NOCONTEXT */
Matrix matrixX, matrixY, matrixZ;
Matrix *mX, *mY, *mZ;
if (! (mX = getFloatsFromMatrixInto(arrayOf16XFloats, &matrixX))) RETURN (false);
if (! (mY = getFloatsFromMatrixInto(arrayOf16YFloats, &matrixY))) RETURN (false);
if (! (mZ = getFloatsFromMatrixInto(arrayOf16ZFloats, &matrixZ))) RETURN (false);
SETWIN(aGLXWindowId)
patch(*mX, *mY, *mZ);
RETURN (true);
%}
.
^ false
!
glxGetMatrix:arrayOf16Floats in:aGLXWindowId
"argument must be an array(a matrix) of 16 floats containing the
matrix"
%{ /* NOCONTEXT */
Matrix matrix;
SETWIN(aGLXWindowId)
getmatrix(matrix);
if (! putFloatsFromInto(matrix, arrayOf16Floats, 16)) RETURN(false);
RETURN (true);
%}
.
^ false
!
glxLoadMatrix:arrayOf16Floats in:aGLXWindowId
"argument must be an array(a matrix) of 16 floats containing the
transformation matrix"
%{ /* NOCONTEXT */
Matrix matrix;
Matrix *m;
if (! (m = getFloatsFromMatrixInto(arrayOf16Floats, &matrix))) RETURN (false);
SETWIN(aGLXWindowId)
loadmatrix(*m);
RETURN (true);
%}
.
^ false
!
glxMultMatrix:arrayOf16Floats in:aGLXWindowId
"argument must be an array(a matrix) of 16 floats containing the
matrix"
%{ /* NOCONTEXT */
Matrix matrix;
Matrix *m;
if (! (m = getFloatsFromMatrixInto(arrayOf16Floats, &matrix))) RETURN (false);
SETWIN(aGLXWindowId)
multmatrix(*m);
RETURN (true);
%}
.
^ false
!
glxN3f:arrayOf3Floats in:aGLXWindowId
"argument must be an array of 3 floats containing the
current vertex normal - in real GL only"
%{ /* NOCONTEXT */
#ifdef GLX
float vec[3], *v;
if (! (v = getFloatsFromInto(arrayOf3Floats, vec, 3))) RETURN(false);
SETWIN(aGLXWindowId)
n3f(v);
RETURN (true);
#endif
%}
.
^ false
!
glxNurbsSurfaceUKnotCount: uKnotCount uKnot: uKnot
vKnotCount: vKnotCount vKnot: vKnot
uOffset: uOffset vOffset: vOffset
ctlArray: ctlArray
uOrder: uOrder vOrder: vOrder
type: type in: aGLXWindowId
| ctlPoints i |
ctlPoints := DoubleArray new: ctlArray size * (ctlArray first size).
i := 1.
ctlArray do: [:point |
point do: [:coord |
ctlPoints at: i put: coord.
i := i + 1]].
%{ /* NOCONTEXT */
#ifdef GLX
char *uKnotElements, *vKnotElements, *ctlElements;
OBJ cls;
int ninstVars, nInstBytes;
SETWIN(aGLXWindowId)
cls = _qClass(ctlPoints);
ninstVars = _intVal(_ClassInstPtr(cls)->c_ninstvars);
nInstBytes = OHDR_SIZE + ninstVars * sizeof(OBJ);
ctlElements = (char *)(_InstPtr(ctlPoints)) + nInstBytes;
uKnotElements = (char *)(_InstPtr(uKnot)) + nInstBytes;
vKnotElements = (char *)(_InstPtr(vKnot)) + nInstBytes;
nurbssurface (
_intVal(uKnotCount), (double *)uKnotElements,
_intVal(vKnotCount), (double *)vKnotElements,
_intVal(uOffset), _intVal(vOffset),
(double *)ctlElements,
_intVal(uOrder), _intVal(vOrder), _intVal(type));
RETURN(true);
#endif
%}
.
^ false
!
glxOrthoLeft: left right: right bottom: bottom top: top near: near far: far in: aGLXWindowId
%{ /* NOCONTEXT */
float f_left, f_right, f_bottom, f_top,
f_near, f_far;
_FLOAT_(left, f_left)
_FLOAT_(right, f_right)
_FLOAT_(bottom, f_bottom)
_FLOAT_(top, f_top)
_FLOAT_(near, f_near)
_FLOAT_(far, f_far)
SETWIN(aGLXWindowId)
ortho(f_left, f_right, f_bottom, f_top, f_near, f_far);
RETURN (true);
%}
!
glxReshapeViewPortIn: aGLXWindowId
%{ /* NOCONTEXT */
SETWIN(aGLXWindowId)
reshapeviewport();
RETURN (true);
%}
.
^ false
! !
!GLXWorkstation methodsFor:'new glx access'!
glxAcbufOp: op value: value in: aGLXWindowId
%{ /* NOCONTEXT */
#ifdef GLX
SETWIN(aGLXWindowId)
acbuf(_intVal(op), _floatVal(value));
RETURN (true);
#endif
%}
.
^ false
!
glxAcsizePlanes: planes in: aGLXWindowId
%{ /* NOCONTEXT */
#ifdef GLX
SETWIN(aGLXWindowId)
acsize(_intVal(planes));
RETURN (true);
#endif
%}
.
^ false
!
glxAfunctionRef: ref func: func in: aGLXWindowId
%{ /* NOCONTEXT */
#ifdef GLX
SETWIN(aGLXWindowId)
afunction(_intVal(ref), _intVal(func));
RETURN (true);
#endif
%}
.
^ false
!
glxArcX: x y: y radius: radius startang: startang endang: endang in: aGLXWindowId
%{ /* NOCONTEXT */
Coord c_x, c_y, c_radius;
Angle a_startang, a_endang;
_COORD_(x, c_x)
_COORD_(y, c_y)
_COORD_(radius, c_radius)
_ANGLE_(startang, a_startang)
_ANGLE_(endang, a_endang)
SETWIN(aGLXWindowId)
arc(c_x, c_y, c_radius, a_startang, a_endang);
RETURN (true);
%}
!
glxArciX: x y: y radius: radius startang: startang endang: endang in: aGLXWindowId
%{ /* NOCONTEXT */
Icoord c_x, c_y, c_radius;
Angle a_startang, a_endang;
_ICOORD_(x, c_x)
_ICOORD_(y, c_y)
_ICOORD_(radius, c_radius)
_ANGLE_(startang, a_startang)
_ANGLE_(endang, a_endang)
SETWIN(aGLXWindowId)
arci(c_x, c_y, c_radius, a_startang, a_endang);
RETURN (true);
%}
.
^ false
!
glxArcsX: x y: y radius: radius startang: startang endang: endang in: aGLXWindowId
%{ /* NOCONTEXT */
Scoord c_x, c_y, c_radius;
Angle a_startang, a_endang;
_SCOORD_(x, c_x)
_SCOORD_(y, c_y)
_SCOORD_(radius, c_radius)
_ANGLE_(startang, a_startang)
_ANGLE_(endang, a_endang)
SETWIN(aGLXWindowId)
arcs(c_x, c_y, c_radius, a_startang, a_endang);
RETURN (true);
%}
.
^ false
!
glxArcfX: x y: y radius: radius startang: startang endang: endang in: aGLXWindowId
%{ /* NOCONTEXT */
Coord c_x, c_y, c_radius;
Angle a_startang, a_endang;
_COORD_(x, c_x)
_COORD_(y, c_y)
_COORD_(radius, c_radius)
_ANGLE_(startang, a_startang)
_ANGLE_(endang, a_endang)
SETWIN(aGLXWindowId)
arcf(c_x, c_y, c_radius, a_startang, a_endang);
RETURN (true);
%}
.
^ false
!
glxArcfiX: x y: y radius: radius startang: startang endang: endang in: aGLXWindowId
%{ /* NOCONTEXT */
Icoord c_x, c_y, c_radius;
Angle a_startang, a_endang;
_ICOORD_(x, c_x)
_ICOORD_(y, c_y)
_ICOORD_(radius, c_radius)
_ANGLE_(startang, a_startang);
_ANGLE_(endang, a_endang)
SETWIN(aGLXWindowId)
arcfi(c_x, c_y, c_radius, a_startang, a_endang);
RETURN (true);
%}
.
^ false
!
glxArcfsX: x y: y radius: radius startang: startang endang: endang in: aGLXWindowId
%{ /* NOCONTEXT */
Scoord c_x, c_y, c_radius;
Angle a_startang, a_endang;
_SCOORD_(x, c_x)
_SCOORD_(y, c_y)
_SCOORD_(radius, c_radius)
_ANGLE_(startang, a_startang)
_ANGLE_(endang, a_endang)
SETWIN(aGLXWindowId)
arcfs(c_x, c_y, c_radius, a_startang, a_endang);
RETURN (true);
%}
.
^ false
!
glxBackface: b in: aGLXWindowId
%{ /* NOCONTEXT */
SETWIN(aGLXWindowId)
backface(_booleanVal(b));
RETURN (true);
%}
.
^ false
!
glxFrontBufferIn:aGLXWindowId
"switch to front buffer - turning backbuffer off"
%{ /* NOCONTEXT */
SETWIN(aGLXWindowId)
#ifdef GLX
backbuffer(FALSE);
#endif
frontbuffer(TRUE);
RETURN (true);
%}
.
^ false
!
glxBackBufferIn:aGLXWindowId
"switch to back buffer - turning frontbuffer off"
%{ /* NOCONTEXT */
SETWIN(aGLXWindowId)
#ifdef GLX
frontbuffer(FALSE);
#endif
backbuffer(TRUE);
RETURN (true);
%}
.
^ false
!
glxBackbuffer: b in: aGLXWindowId
%{ /* NOCONTEXT */
SETWIN(aGLXWindowId)
backbuffer(_booleanVal(b));
RETURN (true);
%}
.
^ false
!
glxFrontbuffer: b in: aGLXWindowId
%{ /* NOCONTEXT */
SETWIN(aGLXWindowId)
frontbuffer(_booleanVal(b));
RETURN (true);
%}
.
^ false
!
glxBbox2Xmin: xmin ymin: ymin x1: x1 y1: y1 x2: x2 y2: y2 in: aGLXWindowId
%{ /* NOCONTEXT */
#ifdef GLX
Screencoord c_xmin, c_ymin;
Coord c_x1, c_y1, c_x2, c_y2;
_SCREENCOORD_ (xmin, c_xmin)
_SCREENCOORD_ (ymin, c_ymin)
_COORD_ (x1, c_x1)
_COORD_ (y1, c_y1)
_COORD_ (x2, c_x2)
_COORD_ (y2, c_y2)
SETWIN(aGLXWindowId)
bbox2(c_xmin, c_ymin, c_x1, c_y1, c_x2, c_y2);
RETURN (true);
#endif
%}
.
^ false
!
glxBbox2iXmin: xmin ymin: ymin x1: x1 y1: y1 x2: x2 y2: y2 in: aGLXWindowId
%{ /* NOCONTEXT */
#ifdef GLX
Screencoord c_xmin, c_ymin;
Icoord c_x1, c_y1, c_x2, c_y2;
_SCREENCOORD_ (xmin, c_xmin)
_SCREENCOORD_ (ymin, c_ymin)
_ICOORD_ (x1, c_x1)
_ICOORD_ (y1, c_y1)
_ICOORD_ (x2, c_x2)
_ICOORD_ (y2, c_y2)
SETWIN(aGLXWindowId)
bbox2i(c_xmin, c_ymin, c_x1, c_y1, c_x2, c_y2);
RETURN (true);
#endif
%}
.
^ false
!
glxBbox2sXmin: xmin ymin: ymin x1: x1 y1: y1 x2: x2 y2: y2 in: aGLXWindowId
%{ /* NOCONTEXT */
#ifdef GLX
Screencoord c_xmin, c_ymin;
Scoord c_x1, c_y1, c_x2, c_y2;
_SCREENCOORD_ (xmin, c_xmin)
_SCREENCOORD_ (ymin, c_ymin)
_SCOORD_ (x1, c_x1)
_SCOORD_ (y1, c_y1)
_SCOORD_ (x2, c_x2)
_SCOORD_ (y2, c_y2)
SETWIN(aGLXWindowId)
bbox2s(c_xmin, c_ymin, c_x1, c_y1, c_x2, c_y2);
RETURN (true);
#endif
%}
.
^ false
!
glxBeginTrimIn: aGLXWindowId
%{ /* NOCONTEXT */
#ifdef GLX
SETWIN(aGLXWindowId)
bgntrim();
RETURN (true);
#endif
%}
.
^ false
!
glxEndTrimIn: aGLXWindowId
%{ /* NOCONTEXT */
#ifdef GLX
SETWIN(aGLXWindowId)
endtrim();
RETURN (true);
#endif
%}
.
^ false
!
glxBlankscreen: b in: aGLXWindowId
%{ /* NOCONTEXT */
#ifdef GLX
SETWIN(aGLXWindowId)
blankscreen(_booleanVal(b));
RETURN (true);
#endif
%}
.
^ false
!
glxBlanktime: count in: aGLXWindowId
%{ /* NOCONTEXT */
#ifdef GLX
SETWIN(aGLXWindowId)
blanktime(_intVal(count));
RETURN (true);
#endif
%}
.
^ false
!
glxBlendcolorRed: red green: green blue: blue alpha: alpha in: aGLXWindowId
%{ /* NOCONTEXT */
#ifdef GLX
SETWIN(aGLXWindowId)
blendcolor(_floatVal(red), _floatVal(green), _floatVal(blue), _floatVal(alpha));
RETURN (true);
#endif
%}
.
^ false
!
glxBlendfunctionSfactr: sfactr dfactr: dfactr in: aGLXWindowId
%{ /* NOCONTEXT */
#ifdef GLX
SETWIN(aGLXWindowId)
blendfunction(_intVal(sfactr), _intVal(dfactr));
RETURN (true);
#endif
%}
.
^ false
!
glxBlinkRate: rate i: i red: red green: green blue: blue in: aGLXWindowId
%{ /* NOCONTEXT */
#ifdef GLX
SETWIN(aGLXWindowId)
blink(_shortVal(rate), _colorindexVal(i),
_shortVal(red), _shortVal(green), _shortVal(blue));
RETURN (true);
#endif
%}
.
^ false
!
glxBlkqreadData: data n: n in: aGLXWindowId
%{ /* NOCONTEXT */
#ifdef GLX
SETWIN(aGLXWindowId)
RETURN (_MKSMALLINT(blkqread((short *)_indexedArea(data), _intVal(n))));
#endif
%}
.
^ false
!
glxC3s: v in: aGLXWindowId
%{ /* NOCONTEXT */
#ifdef GLX
short vec[3], *c_v;
if (! (c_v = getShortsFromInto(v, vec, 3))) RETURN(false);
SETWIN(aGLXWindowId)
c3s(c_v);
RETURN (true);
#endif
%}
.
^ false
!
glxC3i: v in: aGLXWindowId
%{ /* NOCONTEXT */
#ifdef GLX
long vec[3], *c_v;
if (! (c_v = getLongsFromInto(v, vec, 3))) RETURN(false);
SETWIN(aGLXWindowId)
c3i(c_v);
RETURN (true);
#endif
%}
.
^ false
!
glxC3f: v in: aGLXWindowId
%{ /* NOCONTEXT */
#ifdef GLX
float vec[3], *c_v;
if (! (c_v = getFloatsFromInto(v, vec, 3))) RETURN(false);
SETWIN(aGLXWindowId)
c3f(c_v);
RETURN (true);
#endif
%}
.
^ false
!
glxC4s: v in: aGLXWindowId
%{ /* NOCONTEXT */
#ifdef GLX
short vec[4], *c_v;
if (! (c_v = getShortsFromInto(v, vec, 4))) RETURN(false);
SETWIN(aGLXWindowId)
c4s(c_v);
RETURN (true);
#endif
%}
.
^ false
!
glxC4i: v in: aGLXWindowId
%{ /* NOCONTEXT */
#ifdef GLX
long vec[4], *c_v;
if (! (c_v = getLongsFromInto(v, vec, 4))) RETURN(false);
SETWIN(aGLXWindowId)
c4i(c_v);
RETURN (true);
#endif
%}
.
^ false
!
glxC4f: v in: aGLXWindowId
%{ /* NOCONTEXT */
#ifdef GLX
float vec[4], *c_v;
if (! (c_v = getFloatsFromInto(v, vec, 4))) RETURN(false);
SETWIN(aGLXWindowId)
c4f(c_v);
RETURN (true);
#endif
%}
.
^ false
!
glxCallObject:obj in:aGLXWindowId
"do objects definition
I defined that one too - but with a different name"
%{ /* NOCONTEXT */
if (_isSmallInteger(obj)) {
SETWIN(aGLXWindowId)
callobj(_objectVal(obj));
RETURN (true);
}
%}
.
^ false
!
glxCallobj: obj in: aGLXWindowId
%{ /* NOCONTEXT */
if (_isSmallInteger(obj)) {
SETWIN(aGLXWindowId)
callobj(_objectVal(obj));
RETURN (true);
}
%}
.
^ false
!
glxCircX: x y: y radius: radius in: aGLXWindowId
%{ /* NOCONTEXT */
Coord c_x, c_y, c_radius;
_COORD_ (x, c_x)
_COORD_ (y, c_y)
_COORD_ (radius, c_radius)
SETWIN(aGLXWindowId)
circ(c_x, c_y, c_radius);
RETURN (true);
%}
.
^ false
!
glxCirciX: x y: y radius: radius in: aGLXWindowId
%{ /* NOCONTEXT */
Icoord c_x, c_y, c_radius;
_ICOORD_ (x, c_x)
_ICOORD_ (y, c_y)
_ICOORD_ (radius, c_radius)
SETWIN(aGLXWindowId)
circi(c_x, c_y, c_radius);
RETURN (true);
%}
.
^ false
!
glxCircsX: x y: y radius: radius in: aGLXWindowId
%{ /* NOCONTEXT */
Scoord c_x, c_y, c_radius;
_SCOORD_ (x, c_x)
_SCOORD_ (y, c_y)
_SCOORD_ (radius, c_radius)
SETWIN(aGLXWindowId)
circs(c_x, c_y, c_radius);
RETURN (true);
%}
.
^ false
!
glxCircfX: x y: y radius: radius in: aGLXWindowId
%{ /* NOCONTEXT */
Coord c_x, c_y, c_radius;
_COORD_ (x, c_x)
_COORD_ (y, c_y)
_COORD_ (radius, c_radius)
SETWIN(aGLXWindowId)
circf(c_x, c_y, c_radius);
RETURN (true);
%}
.
^ false
!
glxCircfiX: x y: y radius: radius in: aGLXWindowId
%{ /* NOCONTEXT */
Icoord c_x, c_y, c_radius;
_ICOORD_ (x, c_x)
_ICOORD_ (y, c_y)
_ICOORD_ (radius, c_radius)
SETWIN(aGLXWindowId)
circfi(c_x, c_y, c_radius);
RETURN (true);
%}
.
^ false
!
glxCircfsX: x y: y radius: radius in: aGLXWindowId
%{ /* NOCONTEXT */
Scoord c_x, c_y, c_radius;
_SCOORD_ (x, c_x)
_SCOORD_ (y, c_y)
_SCOORD_ (radius, c_radius)
SETWIN(aGLXWindowId)
circfs(c_x, c_y, c_radius);
RETURN (true);
%}
.
^ false
!
glxClearhitcodeIn: aGLXWindowId
%{ /* NOCONTEXT */
#ifdef GLX
SETWIN(aGLXWindowId)
clearhitcode();
RETURN (true);
#endif
%}
.
^ false
!
glxClipplaneIndex: index mode: mode params: params in: aGLXWindowId
%{ /* NOCONTEXT */
#ifdef GLX
float vec[4], *v;
if (! (v = getFloatsFromInto(params, vec, 4))) RETURN(false);
SETWIN(aGLXWindowId)
clipplane(_intVal(index), _intVal(mode), v);
RETURN (true);
#endif
%}
.
^ false
!
glxCloseObjectIn:aGLXWindowId
"end object defnition - JEFF and I defined this with different names"
%{ /* NOCONTEXT */
SETWIN(aGLXWindowId)
closeobj();
RETURN (true);
%}
.
^ false
!
glxCloseobjIn: aGLXWindowId
%{ /* NOCONTEXT */
SETWIN(aGLXWindowId)
closeobj();
RETURN (true);
%}
.
^ false
!
glxCmodeIn: aGLXWindowId
%{ /* NOCONTEXT */
#ifdef GLX
SETWIN(aGLXWindowId)
cmode();
RETURN (true);
#endif
%}
.
^ false
!
glxCmovX: x y: y z: z in: aGLXWindowId
%{ /* NOCONTEXT */
Coord c_x, c_y, c_z;
_COORD_ (x, c_x)
_COORD_ (y, c_y)
_COORD_ (z, c_z)
SETWIN(aGLXWindowId)
cmov(c_x, c_y, c_z);
RETURN (true);
%}
.
^ false
!
glxCmoviX: x y: y z: z in: aGLXWindowId
%{ /* NOCONTEXT */
Icoord c_x, c_y, c_z;
_ICOORD_ (x, c_x)
_ICOORD_ (y, c_y)
_ICOORD_ (z, c_z)
SETWIN(aGLXWindowId)
cmovi(c_x, c_y, c_z);
RETURN (true);
%}
.
^ false
!
glxCmovsX: x y: y z: z in: aGLXWindowId
%{ /* NOCONTEXT */
Scoord c_x, c_y, c_z;
_SCOORD_ (x, c_x)
_SCOORD_ (y, c_y)
_SCOORD_ (z, c_z)
SETWIN(aGLXWindowId)
cmovs(c_x, c_y, c_z);
RETURN (true);
%}
.
^ false
!
glxCmov2X: x y: y in: aGLXWindowId
%{ /* NOCONTEXT */
Coord c_x, c_y;
_COORD_ (x, c_x)
_COORD_ (y, c_y)
SETWIN(aGLXWindowId)
cmov2(c_x, c_y);
RETURN (true);
%}
.
^ false
!
glxCmov2iX: x y: y in: aGLXWindowId
%{ /* NOCONTEXT */
Icoord c_x, c_y;
_ICOORD_ (x, c_x)
_ICOORD_ (y, c_y)
SETWIN(aGLXWindowId)
cmov2i(c_x, c_y);
RETURN (true);
%}
.
^ false
!
glxCmov2sX: x y: y in: aGLXWindowId
%{ /* NOCONTEXT */
Scoord c_x, c_y;
_SCOORD_ (x, c_x)
_SCOORD_ (y, c_y)
SETWIN(aGLXWindowId)
cmov2s(c_x, c_y);
RETURN (true);
%}
.
^ false
!
glxColorfIndex: index in: aGLXWindowId
^self glxColor: index in: aGLXWindowId
!
glxConcave: b in: aGLXWindowId
%{ /* NOCONTEXT */
SETWIN(aGLXWindowId)
concave(_booleanVal(b));
RETURN (true);
%}
.
^ false
!
glxCuroriginN: n xorigin: xorigin yorigin: yorigin in: aGLXWindowId
%{ /* NOCONTEXT */
#ifdef GLX
SETWIN(aGLXWindowId)
curorigin(_shortVal(n), _shortVal(xorigin), _shortVal(yorigin));
RETURN (true);
#endif
%}
.
^ false
!
glxCursoffIn: aGLXWindowId
%{ /* NOCONTEXT */
#ifdef GLX
SETWIN(aGLXWindowId)
cursoff();
RETURN (true);
#endif
%}
.
^ false
!
glxCursonIn: aGLXWindowId
%{ /* NOCONTEXT */
#ifdef GLX
SETWIN(aGLXWindowId)
curson();
RETURN (true);
#endif
%}
.
^ false
!
glxCurstype: type in: aGLXWindowId
%{ /* NOCONTEXT */
#ifdef GLX
SETWIN(aGLXWindowId)
curstype(_intVal(type));
RETURN (true);
#endif
%}
.
^ false
!
glxCurvebasis: basid in: aGLXWindowId
%{ /* NOCONTEXT */
SETWIN(aGLXWindowId)
curvebasis(_shortVal(basid));
RETURN (true);
%}
.
^ false
!
glxCurveit: iterationcount in: aGLXWindowId
%{ /* NOCONTEXT */
SETWIN(aGLXWindowId)
curveit(_shortVal(iterationcount));
RETURN (true);
%}
.
^ false
!
glxCurveprecision: nsegments in: aGLXWindowId
%{ /* NOCONTEXT */
SETWIN(aGLXWindowId)
curveprecision(_shortVal(nsegments));
RETURN (true);
%}
.
^ false
!
glxCyclemapDuration: duration map: map nxtmap: nxtmap in: aGLXWindowId
%{ /* NOCONTEXT */
#ifdef GLX
SETWIN(aGLXWindowId)
cyclemap(_shortVal(duration), _shortVal(map), _shortVal(nxtmap));
RETURN (true);
#endif
%}
.
^ false
!
glxCzclearCval: cval zval: zval in: aGLXWindowId
%{ /* NOCONTEXT */
#ifdef GLX
SETWIN(aGLXWindowId)
czclear((ulong)_intVal(cval), _intVal(zval));
RETURN (true);
#endif
%}
.
^ false
!
glxDeflinestyleN: n ls: ls in: aGLXWindowId
%{ /* NOCONTEXT */
#ifdef GLX
SETWIN(aGLXWindowId)
deflinestyle(_shortVal(n), _linestyleVal(ls));
RETURN (true);
#endif
%}
.
^ false
!
glxDefpatternN: n size: size mask: mask in: aGLXWindowId
%{ /* NOCONTEXT */
#ifdef GLX
SETWIN(aGLXWindowId)
defpattern(_shortVal(n), _shortVal(size), (unsigned short *)_indexedArea(mask));
RETURN (true);
#endif
%}
.
^ false
!
glxDelobj: obj in: aGLXWindowId
%{ /* NOCONTEXT */
SETWIN(aGLXWindowId)
delobj(_objectVal(obj));
RETURN (true);
%}
.
^ false
!
glxDeltag: t in: aGLXWindowId
%{ /* NOCONTEXT */
#ifdef GLX
SETWIN(aGLXWindowId)
deltag(_tagVal(t));
RETURN (true);
#endif
%}
.
^ false
!
glxDepthcueMode: mode in: aGLXWindowId
%{ /* NOCONTEXT */
#ifdef GLX
SETWIN(aGLXWindowId)
depthcue(_booleanVal(mode));
RETURN (true);
#endif
%}
.
^ false
!
glxDitherMode: mode in: aGLXWindowId
%{ /* NOCONTEXT */
#ifdef GLX
SETWIN(aGLXWindowId)
dither(_longVal(mode));
RETURN (true);
#endif
%}
.
^ false
!
glxDopup: pup in: aGLXWindowId
%{ /* NOCONTEXT */
#ifdef GLX
SETWIN(aGLXWindowId)
dopup(_longVal(pup));
RETURN (true);
#endif
%}
.
^ false
!
glxDrawX: x y: y z: z in: aGLXWindowId
%{ /* NOCONTEXT */
Coord c_x, c_y, c_z;
_COORD_ (x, c_x)
_COORD_ (y, c_y)
_COORD_ (z, c_z)
SETWIN(aGLXWindowId)
draw(c_x, c_y, c_z);
RETURN (true);
%}
.
^ false
!
glxDrawiX: x y: y z: z in: aGLXWindowId
%{ /* NOCONTEXT */
Icoord c_x, c_y, c_z;
_ICOORD_ (x, c_x)
_ICOORD_ (y, c_y)
_ICOORD_ (z, c_z)
SETWIN(aGLXWindowId)
drawi(c_x, c_y, c_z);
RETURN (true);
%}
.
^ false
!
glxDrawsX: x y: y z: z in: aGLXWindowId
%{ /* NOCONTEXT */
Scoord c_x, c_y, c_z;
_SCOORD_ (x, c_x)
_SCOORD_ (y, c_y)
_SCOORD_ (z, c_z)
SETWIN(aGLXWindowId)
draws(c_x, c_y, c_z);
RETURN (true);
%}
.
^ false
!
glxDraw2X: x y: y in: aGLXWindowId
%{ /* NOCONTEXT */
Coord c_x, c_y;
_COORD_ (x, c_x)
_COORD_ (y, c_y)
SETWIN(aGLXWindowId)
draw2(c_x, c_y);
RETURN (true);
%}
.
^ false
!
glxDraw2iX: x y: y in: aGLXWindowId
%{ /* NOCONTEXT */
Icoord c_x, c_y;
_ICOORD_ (x, c_x)
_ICOORD_ (y, c_y)
SETWIN(aGLXWindowId)
draw2i(c_x, c_y);
RETURN (true);
%}
.
^ false
!
glxDraw2sX: x y: y in: aGLXWindowId
%{ /* NOCONTEXT */
Scoord c_x, c_y;
_SCOORD_ (x, c_x)
_SCOORD_ (y, c_y)
SETWIN(aGLXWindowId)
draw2s(c_x, c_y);
RETURN (true);
%}
.
^ false
!
glxDrawmode: mode in: aGLXWindowId
%{ /* NOCONTEXT */
#ifdef GLX
SETWIN(aGLXWindowId)
drawmode(_longVal(mode));
RETURN (true);
#endif
%}
.
^ false
!
glxEditobj: obj in: aGLXWindowId
%{ /* NOCONTEXT */
#ifdef GLX
SETWIN(aGLXWindowId)
editobj(_objectVal(obj));
RETURN (true);
#endif
%}
.
^ false
!
glxEndfullscrnIn: aGLXWindowId
%{ /* NOCONTEXT */
#ifdef GLX
SETWIN(aGLXWindowId)
endfullscrn();
RETURN (true);
#endif
%}
.
^ false
!
glxFullscrnIn: aGLXWindowId
%{ /* NOCONTEXT */
#ifdef GLX
SETWIN(aGLXWindowId)
fullscrn();
RETURN (true);
#endif
%}
.
^ false
!
glxEndpupmodeIn: aGLXWindowId
%{ /* NOCONTEXT */
#ifdef GLX
SETWIN(aGLXWindowId)
endpupmode();
RETURN (true);
#endif
%}
.
^ false
!
glxPupmodeIn: aGLXWindowId
%{ /* NOCONTEXT */
#ifdef GLX
SETWIN(aGLXWindowId)
pupmode();
RETURN (true);
#endif
%}
.
^ false
!
glxFinishIn: aGLXWindowId
%{ /* NOCONTEXT */
#ifdef GLX
SETWIN(aGLXWindowId)
finish();
RETURN (true);
#endif
%}
.
^ false
!
glxFont: fntnum in: aGLXWindowId
%{ /* NOCONTEXT */
SETWIN(aGLXWindowId)
font(_shortVal(fntnum));
RETURN (true);
%}
.
^ false
!
glxForegroundIn: aGLXWindowId
%{ /* NOCONTEXT */
SETWIN(aGLXWindowId)
foreground();
RETURN (true);
%}
.
^ false
!
glxFreepup: pup in: aGLXWindowId
%{ /* NOCONTEXT */
#ifdef GLX
SETWIN(aGLXWindowId)
freepup(_longVal(pup));
RETURN (true);
#endif
%}
.
^ false
!
glxFrontface: b in: aGLXWindowId
%{ /* NOCONTEXT */
SETWIN(aGLXWindowId)
frontface(_booleanVal(b));
RETURN (true);
%}
.
^ false
!
glxFudgeXfudge: xfudge yfudge: yfudge in: aGLXWindowId
%{ /* NOCONTEXT */
#ifdef GLX
SETWIN(aGLXWindowId)
fudge(_longVal(xfudge), _longVal(yfudge));
RETURN (true);
#endif
%}
.
^ false
!
glxGbeginIn: aGLXWindowId
%{ /* NOCONTEXT */
#ifdef GLX
SETWIN(aGLXWindowId)
gbegin();
RETURN (true);
#endif
%}
.
^ false
!
glxGetbackfaceIn: aGLXWindowId
%{ /* NOCONTEXT */
#ifdef GLX
SETWIN(aGLXWindowId)
RETURN (_MKSMALLINT(getbackface()));
#endif
%}
.
^ false
!
glxGenobjIn: aGLXWindowId
%{ /* NOCONTEXT */
SETWIN(aGLXWindowId)
RETURN (_MKSMALLINT(genobj()));
%}
.
^ false
!
glxGentagIn: aGLXWindowId
%{ /* NOCONTEXT */
#ifdef GLX
SETWIN(aGLXWindowId)
RETURN (_MKSMALLINT(gentag()));
#endif
%}
.
^ false
!
glxGetbufferIn: aGLXWindowId
%{ /* NOCONTEXT */
#ifdef GLX
SETWIN(aGLXWindowId)
RETURN (_MKSMALLINT(getbuffer()));
#endif
%}
.
^ false
!
glxGetbutton: num in: aGLXWindowId
%{ /* NOCONTEXT */
SETWIN(aGLXWindowId)
RETURN (_MKSMALLINT(getbutton(_deviceVal(num))));
%}
.
^ false
!
glxGetcmmodeIn: aGLXWindowId
%{ /* NOCONTEXT */
#ifdef GLX
SETWIN(aGLXWindowId)
RETURN (_MKBOOLEAN(getcmmode()));
#endif
%}
.
^ false
!
glxGetcolorIn: aGLXWindowId
%{ /* NOCONTEXT */
#ifdef GLX
SETWIN(aGLXWindowId)
RETURN (_MKSMALLINT(getcolor()));
#endif
%}
.
^ false
!
glxGetcposIn: aGLXWindowId
| x y |
%{
#ifdef GLX
short s_x, s_y;
SETWIN(aGLXWindowId)
getcpos(&s_x, &s_y);
x = _MKSMALLINT(s_x);
y = _MKSMALLINT(s_y);
#endif
%}
.
^x @ y
!
glxGetdcmIn: aGLXWindowId
%{ /* NOCONTEXT */
#ifdef GLX
SETWIN(aGLXWindowId)
RETURN (_MKBOOLEAN(getdcm()));
#endif
%}
.
^ false
!
glxGetdescenderIn: aGLXWindowId
%{ /* NOCONTEXT */
#ifdef GLX
SETWIN(aGLXWindowId)
RETURN (_MKSMALLINT(getdescender()));
#endif
%}
.
^ false
!
glxGetdisplaymodeIn: aGLXWindowId
%{ /* NOCONTEXT */
#ifdef GLX
SETWIN(aGLXWindowId)
RETURN (_MKSMALLINT(getdisplaymode()));
#endif
%}
.
^ false
!
glxGetdrawmodeIn: aGLXWindowId
%{ /* NOCONTEXT */
#ifdef GLX
SETWIN(aGLXWindowId)
RETURN (_MKSMALLINT(getdrawmode()));
#endif
%}
.
^ false
!
glxGetfontIn: aGLXWindowId
%{ /* NOCONTEXT */
#ifdef GLX
SETWIN(aGLXWindowId)
RETURN (_MKSMALLINT(getfont()));
#endif
%}
.
^ false
!
glxGetgconfigBuffer: buffer in: aGLXWindowId
%{ /* NOCONTEXT */
#ifdef GLX
SETWIN(aGLXWindowId)
RETURN (_MKSMALLINT(getgconfig(_longVal(buffer))));
#endif
%}
.
^ false
!
glxGetgdescInquiry: inquiry in: aGLXWindowId
%{ /* NOCONTEXT */
SETWIN(aGLXWindowId)
RETURN (_MKSMALLINT(getgdesc(_longVal(inquiry))));
%}
.
^ false
!
glxGetheightIn: aGLXWindowId
%{ /* NOCONTEXT */
SETWIN(aGLXWindowId)
RETURN (_MKSMALLINT(getheight()));
%}
.
^ false
!
glxGethitcodeIn: aGLXWindowId
%{ /* NOCONTEXT */
#ifdef GLX
SETWIN(aGLXWindowId)
RETURN (_MKSMALLINT(gethitcode()));
#endif
%}
.
^ false
!
glxGetlsbackupIn: aGLXWindowId
%{ /* NOCONTEXT */
#ifdef GLX
SETWIN(aGLXWindowId)
RETURN (_MKBOOLEAN(getlsbackup()));
#endif
%}
.
^ false
!
glxGetlsrepeatIn: aGLXWindowId
%{ /* NOCONTEXT */
#ifdef GLX
SETWIN(aGLXWindowId)
RETURN (_MKSMALLINT(getlsrepeat()));
#endif
%}
.
^ false
!
glxGetlstyleIn: aGLXWindowId
%{ /* NOCONTEXT */
#ifdef GLX
SETWIN(aGLXWindowId)
RETURN (_MKSMALLINT(getlstyle()));
#endif
%}
.
^ false
!
glxGetlwidthIn: aGLXWindowId
%{ /* NOCONTEXT */
#ifdef GLX
SETWIN(aGLXWindowId)
RETURN (_MKSMALLINT(getlwidth()));
#endif
%}
.
^ false
!
glxGetmapIn: aGLXWindowId
%{ /* NOCONTEXT */
#ifdef GLX
SETWIN(aGLXWindowId)
RETURN (_MKSMALLINT(getmap()));
#endif
%}
.
^ false
!
glxGetmmodeIn: aGLXWindowId
%{ /* NOCONTEXT */
#ifdef GLX
SETWIN(aGLXWindowId)
RETURN (_MKSMALLINT(getmmode()));
#endif
%}
.
^ false
!
glxGetmonitorIn: aGLXWindowId
%{ /* NOCONTEXT */
#ifdef GLX
SETWIN(aGLXWindowId)
RETURN (_MKSMALLINT(getmonitor()));
#endif
%}
.
^ false
!
glxGetmultisampleIn: aGLXWindowId
%{ /* NOCONTEXT */
#ifdef GLX
SETWIN(aGLXWindowId)
RETURN (_MKBOOLEAN(getmultisample()));
#endif
%}
.
^ false
!
glxGetopenobjIn: aGLXWindowId
%{ /* NOCONTEXT */
#ifdef GLX
SETWIN(aGLXWindowId)
RETURN (_MKSMALLINT(getopenobj()));
#endif
%}
.
^ false
!
glxGetothermonitorIn: aGLXWindowId
%{ /* NOCONTEXT */
#ifdef GLX
SETWIN(aGLXWindowId)
RETURN (_MKSMALLINT(getothermonitor()));
#endif
%}
.
^ false
!
glxGetpatternIn: aGLXWindowId
%{ /* NOCONTEXT */
#ifdef GLX
SETWIN(aGLXWindowId)
RETURN (_MKSMALLINT(getpattern()));
#endif
%}
.
^ false
!
glxGetplanesIn: aGLXWindowId
%{ /* NOCONTEXT */
#ifdef GLX
SETWIN(aGLXWindowId)
RETURN (_MKSMALLINT(getplanes()));
#endif
%}
.
^ false
!
glxGetresetlsIn: aGLXWindowId
%{ /* NOCONTEXT */
#ifdef GLX
SETWIN(aGLXWindowId)
RETURN (_MKBOOLEAN(getresetls()));
#endif
%}
.
^ false
!
glxGetshadeIn: aGLXWindowId
%{ /* NOCONTEXT */
#ifdef GLX
SETWIN(aGLXWindowId)
RETURN (_MKSMALLINT(getshade()));
#endif
%}
.
^ false
!
glxGetsmIn: aGLXWindowId
%{ /* NOCONTEXT */
#ifdef GLX
SETWIN(aGLXWindowId)
RETURN (_MKSMALLINT(getsm()));
#endif
%}
.
^ false
!
glxGetvaluator: dev in: aGLXWindowId
%{ /* NOCONTEXT */
SETWIN(aGLXWindowId)
RETURN (_MKSMALLINT(getvaluator(_deviceVal(dev))));
%}
.
^ false
!
glxGetvideo: reg in: aGLXWindowId
%{ /* NOCONTEXT */
#ifdef GLX
SETWIN(aGLXWindowId)
RETURN (_MKSMALLINT(getvideo(_longVal(reg))));
#endif
%}
.
^ false
!
glxGetwritemaskIn: aGLXWindowId
%{ /* NOCONTEXT */
#ifdef GLX
SETWIN(aGLXWindowId)
RETURN (_MKSMALLINT(getwritemask()));
#endif
%}
.
^ false
!
glxGetwscrnIn: aGLXWindowId
%{ /* NOCONTEXT */
#ifdef GLX
SETWIN(aGLXWindowId)
RETURN (_MKSMALLINT(getwscrn()));
#endif
%}
.
^ false
!
glxGetzbufferIn: aGLXWindowId
%{ /* NOCONTEXT */
#ifdef GLX
SETWIN(aGLXWindowId)
RETURN (_MKBOOLEAN(getzbuffer()));
#endif
%}
.
^ false
!
glxGexitIn: aGLXWindowId
%{ /* NOCONTEXT */
#ifdef GLX
SETWIN(aGLXWindowId)
gexit();
RETURN (true);
#endif
%}
.
^ false
!
glxGflushIn: aGLXWindowId
%{ /* NOCONTEXT */
#ifdef GLX
SETWIN(aGLXWindowId)
gflush();
RETURN (true);
#endif
%}
.
^ false
!
glxGinitIn: aGLXWindowId
%{ /* NOCONTEXT */
#ifdef GLX
SETWIN(aGLXWindowId)
ginit();
RETURN (true);
#endif
%}
.
^ false
!
glxGlcompatMode: mode value: value in: aGLXWindowId
%{ /* NOCONTEXT */
#ifdef GLX
SETWIN(aGLXWindowId)
glcompat(_longVal(mode), _longVal(value));
RETURN (true);
#endif
%}
.
^ false
!
glxGresetIn: aGLXWindowId
%{ /* NOCONTEXT */
#ifdef GLX
SETWIN(aGLXWindowId)
greset();
RETURN (true);
#endif
%}
.
^ false
!
glxGsyncIn: aGLXWindowId
%{ /* NOCONTEXT */
#ifdef GLX
SETWIN(aGLXWindowId)
gsync();
RETURN (true);
#endif
%}
.
^ false
!
glxIconsizeX: x y: y in: aGLXWindowId
%{ /* NOCONTEXT */
#ifdef GLX
SETWIN(aGLXWindowId)
iconsize(_longVal(x), _longVal(y));
RETURN (true);
#endif
%}
.
^ false
!
glxImakebackgroundIn: aGLXWindowId
%{ /* NOCONTEXT */
#ifdef GLX
SETWIN(aGLXWindowId)
imakebackground();
RETURN (true);
#endif
%}
.
^ false
!
glxInitnamesIn: aGLXWindowId
%{ /* NOCONTEXT */
#ifdef GLX
SETWIN(aGLXWindowId)
initnames();
RETURN (true);
#endif
%}
.
^ false
!
glxIsobj: obj in: aGLXWindowId
%{ /* NOCONTEXT */
SETWIN(aGLXWindowId)
RETURN (_MKBOOLEAN(isobj(_objectVal(obj))));
%}
.
^ false
!
glxIsqueued: dev in: aGLXWindowId
%{ /* NOCONTEXT */
#ifdef GLX
SETWIN(aGLXWindowId)
RETURN (_MKBOOLEAN(isqueued(_deviceVal(dev))));
#endif
%}
.
^ false
!
glxIstag: t in: aGLXWindowId
%{ /* NOCONTEXT */
#ifdef GLX
SETWIN(aGLXWindowId)
RETURN (_MKBOOLEAN(istag(_tagVal(t))));
#endif
%}
.
^ false
!
glxKeepaspectX: x y: y in: aGLXWindowId
%{ /* NOCONTEXT */
#ifdef GLX
SETWIN(aGLXWindowId)
keepaspect(_longVal(x), _longVal(y));
RETURN (true);
#endif
%}
.
^ false
!
glxLeftbuffer: bool in: aGLXWindowId
%{ /* NOCONTEXT */
#ifdef GLX
SETWIN(aGLXWindowId)
leftbuffer(_booleanVal(bool));
RETURN (true);
#endif
%}
.
^ false
!
glxRightbuffer: bool in: aGLXWindowId
%{ /* NOCONTEXT */
#ifdef GLX
SETWIN(aGLXWindowId)
rightbuffer(_booleanVal(bool));
RETURN (true);
#endif
%}
.
^ false
!
glxLinesmoothMode: mode in: aGLXWindowId
%{ /* NOCONTEXT */
#ifdef GLX
SETWIN(aGLXWindowId)
linesmooth((ulong)_intVal(mode));
RETURN (true);
#endif
%}
.
^ false
!
glxLinewidth: n in: aGLXWindowId
%{ /* NOCONTEXT */
#ifdef GLX
SETWIN(aGLXWindowId)
linewidth(_shortVal(n));
RETURN (true);
#endif
%}
.
^ false
!
glxLinewidthf: n in: aGLXWindowId
%{ /* NOCONTEXT */
#ifdef GLX
SETWIN(aGLXWindowId)
linewidthf(_floatVal(n));
RETURN (true);
#endif
%}
.
^ false
!
glxLmcolorMode: mode in: aGLXWindowId
%{ /* NOCONTEXT */
#ifdef GLX
SETWIN(aGLXWindowId)
lmcolor(_longVal(mode));
RETURN (true);
#endif
%}
.
^ false
!
glxLoadname: name in: aGLXWindowId
%{ /* NOCONTEXT */
#ifdef GLX
SETWIN(aGLXWindowId)
loadname(_shortVal(name));
RETURN (true);
#endif
%}
.
^ false
!
glxLogicop: opcode in: aGLXWindowId
%{ /* NOCONTEXT */
#ifdef GLX
SETWIN(aGLXWindowId)
logicop(_longVal(opcode));
RETURN (true);
#endif
%}
.
^ false
!
glxLrgbrangeRmin: rmin gmin: gmin bmin: bmin rmax: rmax gmax: gmax bmax: bmax
znear: znear zfar: zfar in: aGLXWindowId
%{ /* NOCONTEXT */
#ifdef GLX
SETWIN(aGLXWindowId)
lRGBrange(_shortVal(rmin), _shortVal(gmin), _shortVal(bmin),
_shortVal(rmax), _shortVal(gmax), _shortVal(bmax),
_longVal(znear), _longVal(zfar));
RETURN (true);
#endif
%}
.
^ false
!
glxLsbackup: b in: aGLXWindowId
%{ /* NOCONTEXT */
#ifdef GLX
SETWIN(aGLXWindowId)
lsbackup(_booleanVal(b));
RETURN (true);
#endif
%}
.
^ false
!
glxLsetdepthNear: near far: far in: aGLXWindowId
%{ /* NOCONTEXT */
#ifdef GLX
SETWIN(aGLXWindowId)
lsetdepth(_longVal(near), _longVal(far));
RETURN (true);
#endif
%}
.
^ false
!
glxLshaderangeLowin: lowin hiwin: hiwin znear: znear zfar: zfar in: aGLXWindowId
%{ /* NOCONTEXT */
#ifdef GLX
SETWIN(aGLXWindowId)
lshaderange(_colorindexVal(lowin), _colorindexVal(hiwin),
_longVal(znear), _longVal(zfar));
RETURN (true);
#endif
%}
.
^ false
!
glxLsrepeatFactor: factor in: aGLXWindowId
%{ /* NOCONTEXT */
#ifdef GLX
SETWIN(aGLXWindowId)
lsrepeat(_longVal(factor));
RETURN (true);
#endif
%}
.
^ false
!
glxMakeObject:id in:aGLXWindowId
"start object definition -
another name conflict"
%{ /* NOCONTEXT */
if (_isSmallInteger(id)) {
SETWIN(aGLXWindowId)
makeobj(_objectVal(id));
RETURN (true);
}
%}
.
^ false
!
glxMakeobj: obj in: aGLXWindowId
"start object definition"
%{ /* NOCONTEXT */
if (_isSmallInteger(obj)) {
SETWIN(aGLXWindowId)
makeobj(_objectVal(obj));
RETURN (true);
}
%}
.
^ false
!
glxMaketag: t in: aGLXWindowId
%{ /* NOCONTEXT */
#ifdef GLX
SETWIN(aGLXWindowId)
maketag(_tagVal(t));
RETURN (true);
#endif
%}
.
^ false
!
glxMapcolorI: i red: red green: green blue: blue in: aGLXWindowId
%{ /* NOCONTEXT */
SETWIN(aGLXWindowId)
mapcolor(_colorindexVal(i), _shortVal(red), _shortVal(green), _shortVal(blue));
RETURN (true);
%}
.
^ false
!
glxMaxsizeX: x y: y in: aGLXWindowId
%{ /* NOCONTEXT */
#ifdef GLX
SETWIN(aGLXWindowId)
maxsize(_longVal(x), _longVal(y));
RETURN (true);
#endif
%}
.
^ false
!
glxMinsizeX: x y: y in: aGLXWindowId
%{ /* NOCONTEXT */
#ifdef GLX
SETWIN(aGLXWindowId)
minsize(_longVal(x), _longVal(y));
RETURN (true);
#endif
%}
.
^ false
!
glxMonobufferIn: aGLXWindowId
%{ /* NOCONTEXT */
#ifdef GLX
SETWIN(aGLXWindowId)
monobuffer();
RETURN (true);
#endif
%}
.
^ false
!
glxMoveX: x y: y z: z in: aGLXWindowId
%{ /* NOCONTEXT */
Coord c_x, c_y, c_z;
_COORD_ (x, c_x)
_COORD_ (y, c_y)
_COORD_ (z, c_z)
SETWIN(aGLXWindowId)
move(c_x, c_y, c_z);
RETURN (true);
%}
.
^ false
!
glxMoveiX: x y: y z: z in: aGLXWindowId
%{ /* NOCONTEXT */
Icoord c_x, c_y, c_z;
_ICOORD_ (x, c_x)
_ICOORD_ (y, c_y)
_ICOORD_ (z, c_z)
SETWIN(aGLXWindowId)
movei(c_x, c_y, c_z);
RETURN (true);
%}
.
^ false
!
glxMovesX: x y: y z: z in: aGLXWindowId
%{ /* NOCONTEXT */
Scoord c_x, c_y, c_z;
_SCOORD_ (x, c_x)
_SCOORD_ (y, c_y)
_SCOORD_ (z, c_z)
SETWIN(aGLXWindowId)
moves(c_x, c_y, c_z);
RETURN (true);
%}
.
^ false
!
glxMove2X: x y: y in: aGLXWindowId
%{ /* NOCONTEXT */
Coord c_x, c_y;
_COORD_ (x, c_x)
_COORD_ (y, c_y)
SETWIN(aGLXWindowId)
move2(c_x, c_y);
RETURN (true);
%}
.
^ false
!
glxMove2iX: x y: y in: aGLXWindowId
%{ /* NOCONTEXT */
Icoord c_x, c_y;
_ICOORD_ (x, c_x)
_ICOORD_ (y, c_y)
SETWIN(aGLXWindowId)
move2i(c_x, c_y);
RETURN (true);
%}
.
^ false
!
glxMove2sX: x y: y in: aGLXWindowId
%{ /* NOCONTEXT */
Scoord c_x, c_y;
_SCOORD_ (x, c_x)
_SCOORD_ (y, c_y)
SETWIN(aGLXWindowId)
move2s(c_x, c_y);
RETURN (true);
%}
.
^ false
!
glxMsalphaMode: mode in: aGLXWindowId
%{ /* NOCONTEXT */
#ifdef GLX
SETWIN(aGLXWindowId)
msalpha(_longVal(mode));
RETURN (true);
#endif
%}
.
^ false
!
glxMsmask: mask inverse: inverse in: aGLXWindowId
%{ /* NOCONTEXT */
#ifdef GLX
SETWIN(aGLXWindowId)
msmask(_floatVal(mask), _booleanVal(inverse));
RETURN (true);
#endif
%}
.
^ false
!
glxMspattern: pattern in: aGLXWindowId
%{ /* NOCONTEXT */
#ifdef GLX
SETWIN(aGLXWindowId)
mspattern(_longVal(pattern));
RETURN (true);
#endif
%}
.
^ false
!
glxMssizeSamples: samples zsize: zsize ssize: ssize in: aGLXWindowId
%{ /* NOCONTEXT */
#ifdef GLX
SETWIN(aGLXWindowId)
mssize(_longVal(samples), _longVal(zsize), _longVal(ssize));
RETURN (true);
#endif
%}
.
^ false
!
glxMswapbuffers: fbuf in: aGLXWindowId
%{ /* NOCONTEXT */
#ifdef GLX
SETWIN(aGLXWindowId)
mswapbuffers(_longVal(fbuf));
RETURN (true);
#endif
%}
.
^ false
!
glxMultimapIn: aGLXWindowId
%{ /* NOCONTEXT */
#ifdef GLX
SETWIN(aGLXWindowId)
multimap();
RETURN (true);
#endif
%}
.
^ false
!
glxMultisample: bool in: aGLXWindowId
%{ /* NOCONTEXT */
#ifdef GLX
SETWIN(aGLXWindowId)
multisample(_booleanVal(bool));
RETURN (true);
#endif
%}
.
^ false
!
glxNewpupIn: aGLXWindowId
%{ /* NOCONTEXT */
#ifdef GLX
SETWIN(aGLXWindowId)
RETURN (_MKSMALLINT(newpup()));
#endif
%}
.
^ false
!
glxNewtag: newtg oldtg: oldtg offst: offst in: aGLXWindowId
%{ /* NOCONTEXT */
#ifdef GLX
SETWIN(aGLXWindowId)
newtag(_tagVal(newtg), _tagVal(oldtg), _offsetVal(offst));
RETURN (true);
#endif
%}
.
^ false
!
glxNoborderIn: aGLXWindowId
%{ /* NOCONTEXT */
#ifdef GLX
SETWIN(aGLXWindowId)
noborder();
RETURN (true);
#endif
%}
.
^ false
!
glxNoise: v delta: delta in: aGLXWindowId
%{ /* NOCONTEXT */
#ifdef GLX
SETWIN(aGLXWindowId)
noise(_deviceVal(v), _shortVal(delta));
RETURN (true);
#endif
%}
.
^ false
!
glxNoportIn: aGLXWindowId
%{ /* NOCONTEXT */
#ifdef GLX
SETWIN(aGLXWindowId)
noport();
RETURN (true);
#endif
%}
.
^ false
!
glxNurbscurveKnotCount: knotCount knotList: knotList
offset: offset ctlArray: ctlArray
order: order type: type in: aGLXWindowId
| ctlPoints i |
ctlPoints := DoubleArray new: ctlArray size * (ctlArray first size).
i := 1.
ctlArray do: [:point |
point do: [:coord |
ctlPoints at: i put: coord.
i := i + 1]].
%{ /* NOCONTEXT */
#ifdef GLX
char *knotElements, *ctlElements;
OBJ cls;
int ninstVars, nInstBytes;
SETWIN(aGLXWindowId)
cls = _qClass(ctlPoints);
ninstVars = _intVal(_ClassInstPtr(cls)->c_ninstvars);
nInstBytes = OHDR_SIZE + ninstVars * sizeof(OBJ);
ctlElements = (char *)(_InstPtr(ctlPoints)) + nInstBytes;
knotElements = (char *)(_InstPtr(knotList)) + nInstBytes;
nurbscurve (
_longVal(knotCount), (double *)knotElements,
_longVal(offset), (double *)ctlElements,
_longVal(order), _longVal(type));
RETURN(true);
#endif
%}
.
^ false
!
glxObjdeleteTag1: tag1 tag2: tag2 in: aGLXWindowId
%{ /* NOCONTEXT */
#ifdef GLX
SETWIN(aGLXWindowId)
objdelete(_tagVal(tag1), _tagVal(tag2));
RETURN (true);
#endif
%}
.
^ false
!
glxObjinsert: t in: aGLXWindowId
%{ /* NOCONTEXT */
#ifdef GLX
SETWIN(aGLXWindowId)
objinsert(_tagVal(t));
RETURN (true);
#endif
%}
.
^ false
!
glxObjreplace: t in: aGLXWindowId
%{ /* NOCONTEXT */
#ifdef GLX
SETWIN(aGLXWindowId)
objreplace(_tagVal(t));
RETURN (true);
#endif
%}
.
^ false
!
glxOnemapIn: aGLXWindowId
%{ /* NOCONTEXT */
#ifdef GLX
SETWIN(aGLXWindowId)
onemap();
RETURN (true);
#endif
%}
.
^ false
!
glxOrtho2Left: left right: right bottom: bottom top: top in: aGLXWindowId
%{ /* NOCONTEXT */
float f_left, f_right, f_top, f_bottom;
SETWIN(aGLXWindowId)
_FLOAT_(left, f_left)
_FLOAT_(right, f_right)
_FLOAT_(bottom, f_bottom)
_FLOAT_(top, f_top)
ortho2(f_left, f_right, f_bottom, f_top);
RETURN (true);
%}
.
^ false
!
glxOverlayPlanes: planes in: aGLXWindowId
%{ /* NOCONTEXT */
#ifdef GLX
SETWIN(aGLXWindowId)
overlay(_longVal(planes));
RETURN (true);
#endif
%}
.
^ false
!
glxPagecolor: pcolor in: aGLXWindowId
%{ /* NOCONTEXT */
#ifdef GLX
SETWIN(aGLXWindowId)
pagecolor(_colorindexVal(pcolor));
RETURN (true);
#endif
%}
.
^ false
!
glxPassthroughToken: token in: aGLXWindowId
%{ /* NOCONTEXT */
#ifdef GLX
SETWIN(aGLXWindowId)
passthrough(_shortVal(token));
RETURN (true);
#endif
%}
.
^ false
!
glxPclosIn: aGLXWindowId
%{ /* NOCONTEXT */
#ifdef GLX
SETWIN(aGLXWindowId)
pclos();
RETURN (true);
#endif
%}
.
^ false
!
glxPdrX: x y: y z: z in: aGLXWindowId
%{ /* NOCONTEXT */
Coord c_x, c_y, c_z;
_COORD_ (x, c_x)
_COORD_ (y, c_y)
_COORD_ (z, c_z)
SETWIN(aGLXWindowId)
pdr(c_x, c_y, c_z);
RETURN (true);
%}
.
^ false
!
glxPdriX: x y: y z: z in: aGLXWindowId
%{ /* NOCONTEXT */
Icoord c_x, c_y, c_z;
_ICOORD_ (x, c_x)
_ICOORD_ (y, c_y)
_ICOORD_ (z, c_z)
SETWIN(aGLXWindowId)
pdri(c_x, c_y, c_z);
RETURN (true);
%}
.
^ false
!
glxPdrsX: x y: y z: z in: aGLXWindowId
%{ /* NOCONTEXT */
Scoord c_x, c_y, c_z;
_SCOORD_ (x, c_x)
_SCOORD_ (y, c_y)
_SCOORD_ (z, c_z)
SETWIN(aGLXWindowId)
pdrs(c_x, c_y, c_z);
RETURN (true);
%}
.
^ false
!
glxPdr2X: x y: y in: aGLXWindowId
%{ /* NOCONTEXT */
Coord c_x, c_y;
_COORD_ (x, c_x)
_COORD_ (y, c_y)
SETWIN(aGLXWindowId)
pdr2(c_x, c_y);
RETURN (true);
%}
.
^ false
!
glxPdr2iX: x y: y in: aGLXWindowId
%{ /* NOCONTEXT */
Icoord c_x, c_y;
_ICOORD_ (x, c_x)
_ICOORD_ (y, c_y)
SETWIN(aGLXWindowId)
pdr2i(c_x, c_y);
RETURN (true);
%}
.
^ false
!
glxPdr2sX: x y: y in: aGLXWindowId
%{ /* NOCONTEXT */
Scoord c_x, c_y;
_SCOORD_ (x, c_x)
_SCOORD_ (y, c_y)
SETWIN(aGLXWindowId)
pdr2s(c_x, c_y);
RETURN (true);
%}
.
^ false
!
glxPicksizeX: x y: y in: aGLXWindowId
%{ /* NOCONTEXT */
#ifdef GLX
SETWIN(aGLXWindowId)
picksize(_shortVal(x), _shortVal(y));
RETURN (true);
#endif
%}
.
^ false
!
glxPixmode: mode value: value in: aGLXWindowId
%{ /* NOCONTEXT */
#ifdef GLX
SETWIN(aGLXWindowId)
pixmode(_longVal(mode), _longVal(value));
RETURN (true);
#endif
%}
.
^ false
!
glxPmvX: x y: y z: z in: aGLXWindowId
%{ /* NOCONTEXT */
Coord c_x, c_y, c_z;
_COORD_ (x, c_x)
_COORD_ (y, c_y)
_COORD_ (z, c_z)
SETWIN(aGLXWindowId)
pmv(c_x, c_y, c_z);
RETURN (true);
%}
.
^ false
!
glxPmviX: x y: y z: z in: aGLXWindowId
%{ /* NOCONTEXT */
Icoord c_x, c_y, c_z;
_ICOORD_ (x, c_x)
_ICOORD_ (y, c_y)
_ICOORD_ (z, c_z)
SETWIN(aGLXWindowId)
pmvi(c_x, c_y, c_z);
RETURN (true);
%}
.
^ false
!
glxPmvsX: x y: y z: z in: aGLXWindowId
%{ /* NOCONTEXT */
Scoord c_x, c_y, c_z;
_SCOORD_ (x, c_x)
_SCOORD_ (y, c_y)
_SCOORD_ (z, c_z)
SETWIN(aGLXWindowId)
pmvs(c_x, c_y, c_z);
RETURN (true);
%}
.
^ false
!
glxPmv2X: x y: y in: aGLXWindowId
%{ /* NOCONTEXT */
Coord c_x, c_y;
_COORD_ (x, c_x)
_COORD_ (y, c_y)
SETWIN(aGLXWindowId)
pmv2(c_x, c_y);
RETURN (true);
%}
.
^ false
!
glxPmv2iX: x y: y in: aGLXWindowId
%{ /* NOCONTEXT */
Icoord c_x, c_y;
_ICOORD_ (x, c_x)
_ICOORD_ (y, c_y)
SETWIN(aGLXWindowId)
pmv2i(c_x, c_y);
RETURN (true);
%}
.
^ false
!
glxPmv2sX: x y: y in: aGLXWindowId
%{ /* NOCONTEXT */
Scoord c_x, c_y;
_SCOORD_ (x, c_x)
_SCOORD_ (y, c_y)
SETWIN(aGLXWindowId)
pmv2s(c_x, c_y);
RETURN (true);
%}
.
^ false
!
glxPntX: x y: y z: z in: aGLXWindowId
%{ /* NOCONTEXT */
Coord c_x, c_y, c_z;
_COORD_ (x, c_x)
_COORD_ (y, c_y)
_COORD_ (z, c_z)
SETWIN(aGLXWindowId)
pnt(c_x, c_y, c_z);
RETURN (true);
%}
.
^ false
!
glxPntiX: x y: y z: z in: aGLXWindowId
%{ /* NOCONTEXT */
Icoord c_x, c_y, c_z;
_ICOORD_ (x, c_x)
_ICOORD_ (y, c_y)
_ICOORD_ (z, c_z)
SETWIN(aGLXWindowId)
pnti(c_x, c_y, c_z);
RETURN (true);
%}
.
^ false
!
glxPntsX: x y: y z: z in: aGLXWindowId
%{ /* NOCONTEXT */
Scoord c_x, c_y, c_z;
_SCOORD_ (x, c_x)
_SCOORD_ (y, c_y)
_SCOORD_ (z, c_z)
SETWIN(aGLXWindowId)
pnts(c_x, c_y, c_z);
RETURN (true);
%}
.
^ false
!
glxPnt2X: x y: y in: aGLXWindowId
%{ /* NOCONTEXT */
Coord c_x, c_y;
_COORD_ (x, c_x)
_COORD_ (y, c_y)
SETWIN(aGLXWindowId)
pnt2(c_x, c_y);
RETURN (true);
%}
.
^ false
!
glxPnt2iX: x y: y in: aGLXWindowId
%{ /* NOCONTEXT */
Icoord c_x, c_y;
_ICOORD_ (x, c_x)
_ICOORD_ (y, c_y)
SETWIN(aGLXWindowId)
pnt2i(c_x, c_y);
RETURN (true);
%}
.
^ false
!
glxPnt2sX: x y: y in: aGLXWindowId
%{ /* NOCONTEXT */
Scoord c_x, c_y;
_SCOORD_ (x, c_x)
_SCOORD_ (y, c_y)
SETWIN(aGLXWindowId)
pnt2s(c_x, c_y);
RETURN (true);
%}
.
^ false
!
glxPntsize: n in: aGLXWindowId
%{ /* NOCONTEXT */
#ifdef GLX
SETWIN(aGLXWindowId)
pntsize(_shortVal(n));
RETURN (true);
#endif
%}
.
^ false
!
glxPntsizef: n in: aGLXWindowId
%{ /* NOCONTEXT */
#ifdef GLX
SETWIN(aGLXWindowId)
pntsizef(_floatVal(n));
RETURN (true);
#endif
%}
.
^ false
!
glxPntsmoothMode: mode in: aGLXWindowId
%{ /* NOCONTEXT */
#ifdef GLX
SETWIN(aGLXWindowId)
pntsmooth((ulong)_intVal(mode));
RETURN (true);
#endif
%}
.
^ false
!
glxPolarviewDist: dist azim: azim inc: inc twist: twist in: aGLXWindowId
%{ /* NOCONTEXT */
Coord c_dist;
Angle a_azim, a_inc, a_twist;
_COORD_(dist, c_dist)
_ANGLE_(azim, a_azim)
_ANGLE_(inc, a_inc)
_ANGLE_(twist, a_twist)
SETWIN(aGLXWindowId)
polarview(c_dist, a_azim, a_inc, a_twist);
RETURN (true);
%}
.
^ false
!
glxPolymode: mode in: aGLXWindowId
%{ /* NOCONTEXT */
SETWIN(aGLXWindowId)
polymode(_longVal(mode));
RETURN (true);
%}
.
^ false
!
glxPolysmoothMode: mode in: aGLXWindowId
%{ /* NOCONTEXT */
#ifdef GLX
SETWIN(aGLXWindowId)
polysmooth(_longVal(mode));
RETURN (true);
#endif
%}
.
^ false
!
glxPopattributesIn: aGLXWindowId
%{ /* NOCONTEXT */
SETWIN(aGLXWindowId)
popattributes();
RETURN (true);
%}
.
^ false
!
glxPopnameIn: aGLXWindowId
%{ /* NOCONTEXT */
#ifdef GLX
SETWIN(aGLXWindowId)
popname();
RETURN (true);
#endif
%}
.
^ false
!
glxPopviewportIn: aGLXWindowId
%{ /* NOCONTEXT */
SETWIN(aGLXWindowId)
popviewport();
RETURN (true);
%}
.
^ false
!
glxPrefpositionX1: x1 x2: x2 y1: y1 y2: y2 in: aGLXWindowId
%{ /* NOCONTEXT */
SETWIN(aGLXWindowId)
prefposition(_longVal(x1), _longVal(x2), _longVal(y1), _longVal(y2));
RETURN (true);
%}
.
^ false
!
glxPrefsizeX: x y: y in: aGLXWindowId
%{ /* NOCONTEXT */
SETWIN(aGLXWindowId)
prefsize(_longVal(x), _longVal(y));
RETURN (true);
%}
.
^ false
!
glxPushattributesIn: aGLXWindowId
%{ /* NOCONTEXT */
SETWIN(aGLXWindowId)
pushattributes();
RETURN (true);
%}
.
^ false
!
glxPushname: name In: aGLXWindowId
%{ /* NOCONTEXT */
#ifdef GLX
SETWIN(aGLXWindowId)
pushname(_shortVal(name));
RETURN (true);
#endif
%}
.
^ false
!
glxPushviewportIn: aGLXWindowId
%{ /* NOCONTEXT */
SETWIN(aGLXWindowId)
pushviewport();
RETURN (true);
%}
.
^ false
!
glxQdevice: dev in: aGLXWindowId
%{ /* NOCONTEXT */
SETWIN(aGLXWindowId)
qdevice(_deviceVal(dev));
RETURN (true);
%}
.
^ false
!
glxQenterDev: dev val: val in: aGLXWindowId
%{ /* NOCONTEXT */
SETWIN(aGLXWindowId)
qenter(_deviceVal(dev), _shortVal(val));
RETURN (true);
%}
.
^ false
!
glxQgetfdIn: aGLXWindowId
%{ /* NOCONTEXT */
#ifdef GLX
SETWIN(aGLXWindowId)
RETURN (_MKSMALLINT(qgetfd()));
#endif
%}
.
^ false
!
glxQreadIn: aGLXWindowId
| dev data |
%{
short c_data;
SETWIN(aGLXWindowId)
dev = _MKSMALLINT(qread(&c_data));
data = _MKSMALLINT(c_data);
%}
.
^ Array with: dev with: data
!
glxQresetIn: aGLXWindowId
%{ /* NOCONTEXT */
SETWIN(aGLXWindowId)
qreset();
RETURN (true);
%}
.
^ false
!
glxQtestIn: aGLXWindowId
%{ /* NOCONTEXT */
SETWIN(aGLXWindowId)
RETURN (_MKSMALLINT(qtest()));
%}
.
^ false
!
glxRdrX: x y: y z: z in: aGLXWindowId
%{ /* NOCONTEXT */
Coord c_x, c_y, c_z;
_COORD_ (x, c_x)
_COORD_ (y, c_y)
_COORD_ (z, c_z)
SETWIN(aGLXWindowId)
rdr(c_x, c_y, c_z);
RETURN (true);
%}
.
^ false
!
glxRdriX: x y: y z: z in: aGLXWindowId
%{ /* NOCONTEXT */
Icoord c_x, c_y, c_z;
_ICOORD_ (x, c_x)
_ICOORD_ (y, c_y)
_ICOORD_ (z, c_z)
SETWIN(aGLXWindowId)
rdri(c_x, c_y, c_z);
RETURN (true);
%}
.
^ false
!
glxRdrsX: x y: y z: z in: aGLXWindowId
%{ /* NOCONTEXT */
Scoord c_x, c_y, c_z;
_SCOORD_ (x, c_x)
_SCOORD_ (y, c_y)
_SCOORD_ (z, c_z)
SETWIN(aGLXWindowId)
rdrs(c_x, c_y, c_z);
RETURN (true);
%}
.
^ false
!
glxRdr2X: x y: y in: aGLXWindowId
%{ /* NOCONTEXT */
Coord c_x, c_y;
_COORD_ (x, c_x)
_COORD_ (y, c_y)
SETWIN(aGLXWindowId)
rdr2(c_x, c_y);
RETURN (true);
%}
.
^ false
!
glxRdr2iX: x y: y in: aGLXWindowId
%{ /* NOCONTEXT */
Icoord c_x, c_y;
_ICOORD_ (x, c_x)
_ICOORD_ (y, c_y)
SETWIN(aGLXWindowId)
rdr2i(c_x, c_y);
RETURN (true);
%}
.
^ false
!
glxRdr2sX: x y: y in: aGLXWindowId
%{ /* NOCONTEXT */
Scoord c_x, c_y;
_SCOORD_ (x, c_x)
_SCOORD_ (y, c_y)
SETWIN(aGLXWindowId)
rdr2s(c_x, c_y);
RETURN (true);
%}
.
^ false
!
glxReadsource: src in: aGLXWindowId
%{ /* NOCONTEXT */
#ifdef GLX
SETWIN(aGLXWindowId)
readsource(_longVal(src));
RETURN (true);
#endif
%}
.
^ false
!
glxRectX1: x1 y1: y1 x2: x2 y2: y2 in: aGLXWindowId
%{ /* NOCONTEXT */
SETWIN(aGLXWindowId)
rect(_coordVal(x1), _coordVal(y1), _coordVal(x2), _coordVal(y2));
RETURN (true);
%}
.
^ false
!
glxRectiX1: x1 y1: y1 x2: x2 y2: y2 in: aGLXWindowId
%{ /* NOCONTEXT */
SETWIN(aGLXWindowId)
recti(_icoordVal(x1), _icoordVal(y1), _icoordVal(x2), _icoordVal(y2));
RETURN (true);
%}
.
^ false
!
glxRectsX1: x1 y1: y1 x2: x2 y2: y2 in: aGLXWindowId
%{ /* NOCONTEXT */
SETWIN(aGLXWindowId)
rects(_scoordVal(x1), _scoordVal(y1), _scoordVal(x2), _scoordVal(y2));
RETURN (true);
%}
.
^ false
!
glxRectfX1: x1 y1: y1 x2: x2 y2: y2 in: aGLXWindowId
%{ /* NOCONTEXT */
SETWIN(aGLXWindowId)
rectf(_coordVal(x1), _coordVal(y1), _coordVal(x2), _coordVal(y2));
RETURN (true);
%}
.
^ false
!
glxRectfiX1: x1 y1: y1 x2: x2 y2: y2 in: aGLXWindowId
%{ /* NOCONTEXT */
SETWIN(aGLXWindowId)
rectfi(_icoordVal(x1), _icoordVal(y1), _icoordVal(x2), _icoordVal(y2));
RETURN (true);
%}
.
^ false
!
glxRectfsX1: x1 y1: y1 x2: x2 y2: y2 in: aGLXWindowId
%{ /* NOCONTEXT */
SETWIN(aGLXWindowId)
rectfs(_scoordVal(x1), _scoordVal(y1), _scoordVal(x2), _scoordVal(y2));
RETURN (true);
%}
.
^ false
!
glxRectcopyX1: x1 y1: y1 x2: x2 y2: y2 newx: newx newy: newy in: aGLXWindowId
%{ /* NOCONTEXT */
#ifdef GLX
SETWIN(aGLXWindowId)
rectcopy(_screencoordVal(x1), _screencoordVal(y1),
_screencoordVal(x2), _screencoordVal(y2),
_screencoordVal(newx), _screencoordVal(newy));
RETURN (true);
#endif
%}
.
^ false
!
glxRectzoomX: xfactor y: yfactor in: aGLXWindowId
%{ /* NOCONTEXT */
#ifdef GLX
SETWIN(aGLXWindowId)
rectzoom(_floatVal(xfactor), _floatVal(yfactor));
RETURN (true);
#endif
%}
.
^ false
!
glxResetls: b in: aGLXWindowId
%{ /* NOCONTEXT */
#ifdef GLX
SETWIN(aGLXWindowId)
resetls(_booleanVal(b));
RETURN (true);
#endif
%}
.
^ false
!
glxRGBcursorIndex: index red: red green: green blue: blue
redm: redm greenm: greenm bluem: bluem in: aGLXWindowId
%{ /* NOCONTEXT */
#ifdef GLX
SETWIN(aGLXWindowId)
RGBcursor(_shortVal(index),
_shortVal(red), _shortVal(green), _shortVal(blue),
_shortVal(redm), _shortVal(greenm), _shortVal(bluem));
RETURN (true);
#endif
%}
.
^ false
!
glxRGBwritemaskRed: red green: green blue: blue in: aGLXWindowId
%{ /* NOCONTEXT */
#ifdef GLX
SETWIN(aGLXWindowId)
RGBwritemask(_shortVal(red), _shortVal(green), _shortVal(blue));
RETURN (true);
#endif
%}
.
^ false
!
glxRingbellIn: aGLXWindowId
%{ /* NOCONTEXT */
#ifdef GLX
SETWIN(aGLXWindowId)
ringbell();
RETURN (true);
#endif
%}
.
^ false
!
glxRmvX: x y: y z: z in: aGLXWindowId
%{ /* NOCONTEXT */
Coord c_x, c_y, c_z;
_COORD_ (x, c_x)
_COORD_ (y, c_y)
_COORD_ (z, c_z)
SETWIN(aGLXWindowId)
rmv(c_x, c_y, c_z);
RETURN (true);
%}
.
^ false
!
glxRmviX: x y: y z: z in: aGLXWindowId
%{ /* NOCONTEXT */
Icoord c_x, c_y, c_z;
_ICOORD_ (x, c_x)
_ICOORD_ (y, c_y)
_ICOORD_ (z, c_z)
SETWIN(aGLXWindowId)
rmvi(c_x, c_y, c_z);
RETURN (true);
%}
.
^ false
!
glxRmvsX: x y: y z: z in: aGLXWindowId
%{ /* NOCONTEXT */
Scoord c_x, c_y, c_z;
_SCOORD_ (x, c_x)
_SCOORD_ (y, c_y)
_SCOORD_ (z, c_z)
SETWIN(aGLXWindowId)
rmvs(c_x, c_y, c_z);
RETURN (true);
%}
.
^ false
!
glxRmv2X: x y: y in: aGLXWindowId
%{ /* NOCONTEXT */
Coord c_x, c_y;
_COORD_ (x, c_x)
_COORD_ (y, c_y)
SETWIN(aGLXWindowId)
rmv2(c_x, c_y);
RETURN (true);
%}
.
^ false
!
glxRmv2iX: x y: y in: aGLXWindowId
%{ /* NOCONTEXT */
Icoord c_x, c_y;
_ICOORD_ (x, c_x)
_ICOORD_ (y, c_y)
SETWIN(aGLXWindowId)
rmv2i(c_x, c_y);
RETURN (true);
%}
.
^ false
!
glxRmv2sX: x y: y in: aGLXWindowId
%{ /* NOCONTEXT */
Scoord c_x, c_y;
_SCOORD_ (x, c_x)
_SCOORD_ (y, c_y)
SETWIN(aGLXWindowId)
rmv2s(c_x, c_y);
RETURN (true);
%}
.
^ false
!
glxRpdrX: x y: y z: z in: aGLXWindowId
%{ /* NOCONTEXT */
Coord c_x, c_y, c_z;
_COORD_ (x, c_x)
_COORD_ (y, c_y)
_COORD_ (z, c_z)
SETWIN(aGLXWindowId)
rpdr(c_x, c_y, c_z);
RETURN (true);
%}
.
^ false
!
glxRpdriX: x y: y z: z in: aGLXWindowId
%{ /* NOCONTEXT */
Icoord c_x, c_y, c_z;
_ICOORD_ (x, c_x)
_ICOORD_ (y, c_y)
_ICOORD_ (z, c_z)
SETWIN(aGLXWindowId)
rpdri(c_x, c_y, c_z);
RETURN (true);
%}
.
^ false
!
glxRpdrsX: x y: y z: z in: aGLXWindowId
%{ /* NOCONTEXT */
Scoord c_x, c_y, c_z;
_SCOORD_ (x, c_x)
_SCOORD_ (y, c_y)
_SCOORD_ (z, c_z)
SETWIN(aGLXWindowId)
rpdrs(c_x, c_y, c_z);
RETURN (true);
%}
.
^ false
!
glxRpdr2X: x y: y in: aGLXWindowId
%{ /* NOCONTEXT */
Coord c_x, c_y;
_COORD_ (x, c_x)
_COORD_ (y, c_y)
SETWIN(aGLXWindowId)
rpdr2(c_x, c_y);
RETURN (true);
%}
.
^ false
!
glxRpdr2iX: x y: y in: aGLXWindowId
%{ /* NOCONTEXT */
Icoord c_x, c_y;
_ICOORD_ (x, c_x)
_ICOORD_ (y, c_y)
SETWIN(aGLXWindowId)
rpdr2i(c_x, c_y);
RETURN (true);
%}
.
^ false
!
glxRpdr2sX: x y: y in: aGLXWindowId
%{ /* NOCONTEXT */
Scoord c_x, c_y;
_SCOORD_ (x, c_x)
_SCOORD_ (y, c_y)
SETWIN(aGLXWindowId)
rpdr2s(c_x, c_y);
RETURN (true);
%}
.
^ false
!
glxRpmvX: x y: y z: z in: aGLXWindowId
%{ /* NOCONTEXT */
Coord c_x, c_y, c_z;
_COORD_ (x, c_x)
_COORD_ (y, c_y)
_COORD_ (z, c_z)
SETWIN(aGLXWindowId)
rpmv(c_x, c_y, c_z);
RETURN (true);
%}
.
^ false
!
glxRpmviX: x y: y z: z in: aGLXWindowId
%{ /* NOCONTEXT */
Icoord c_x, c_y, c_z;
_ICOORD_ (x, c_x)
_ICOORD_ (y, c_y)
_ICOORD_ (z, c_z)
SETWIN(aGLXWindowId)
rpmvi(c_x, c_y, c_z);
RETURN (true);
%}
.
^ false
!
glxRpmvsX: x y: y z: z in: aGLXWindowId
%{ /* NOCONTEXT */
Scoord c_x, c_y, c_z;
_SCOORD_ (x, c_x)
_SCOORD_ (y, c_y)
_SCOORD_ (z, c_z)
SETWIN(aGLXWindowId)
rpmvs(c_x, c_y, c_z);
RETURN (true);
%}
.
^ false
!
glxRpmv2X: x y: y in: aGLXWindowId
%{ /* NOCONTEXT */
Coord c_x, c_y;
_COORD_ (x, c_x)
_COORD_ (y, c_y)
SETWIN(aGLXWindowId)
rpmv2(c_x, c_y);
RETURN (true);
%}
.
^ false
!
glxRpmv2iX: x y: y in: aGLXWindowId
%{ /* NOCONTEXT */
Icoord c_x, c_y;
_ICOORD_ (x, c_x)
_ICOORD_ (y, c_y)
SETWIN(aGLXWindowId)
rpmv2i(c_x, c_y);
RETURN (true);
%}
.
^ false
!
glxRpmv2sX: x y: y in: aGLXWindowId
%{ /* NOCONTEXT */
Scoord c_x, c_y;
_SCOORD_ (x, c_x)
_SCOORD_ (y, c_y)
SETWIN(aGLXWindowId)
rpmv2s(c_x, c_y);
RETURN (true);
%}
.
^ false
!
glxSboxX1: x1 y1: y1 x2: x2 y2: y2 in: aGLXWindowId
%{ /* NOCONTEXT */
#ifdef GLX
SETWIN(aGLXWindowId)
sbox(_coordVal(x1), _coordVal(y1), _coordVal(x2), _coordVal(y2));
RETURN (true);
#endif
%}
.
^ false
!
glxSboxiX1: x1 y1: y1 x2: x2 y2: y2 in: aGLXWindowId
%{ /* NOCONTEXT */
#ifdef GLX
SETWIN(aGLXWindowId)
sboxi(_icoordVal(x1), _icoordVal(y1), _icoordVal(x2), _icoordVal(y2));
RETURN (true);
#endif
%}
.
^ false
!
glxSboxsX1: x1 y1: y1 x2: x2 y2: y2 in: aGLXWindowId
%{ /* NOCONTEXT */
#ifdef GLX
SETWIN(aGLXWindowId)
sboxs(_scoordVal(x1), _scoordVal(y1), _scoordVal(x2), _scoordVal(y2));
RETURN (true);
#endif
%}
.
^ false
!
glxSboxfX1: x1 y1: y1 x2: x2 y2: y2 in: aGLXWindowId
%{ /* NOCONTEXT */
#ifdef GLX
SETWIN(aGLXWindowId)
sboxf(_coordVal(x1), _coordVal(y1), _coordVal(x2), _coordVal(y2));
RETURN (true);
#endif
%}
.
^ false
!
glxSboxfiX1: x1 y1: y1 x2: x2 y2: y2 in: aGLXWindowId
%{ /* NOCONTEXT */
#ifdef GLX
SETWIN(aGLXWindowId)
sboxfi(_icoordVal(x1), _icoordVal(y1), _icoordVal(x2), _icoordVal(y2));
RETURN (true);
#endif
%}
.
^ false
!
glxSboxfsX1: x1 y1: y1 x2: x2 y2: y2 in: aGLXWindowId
%{ /* NOCONTEXT */
#ifdef GLX
SETWIN(aGLXWindowId)
sboxfs(_scoordVal(x1), _scoordVal(y1), _scoordVal(x2), _scoordVal(y2));
RETURN (true);
#endif
%}
.
^ false
!
glxSclearSval: sval in: aGLXWindowId
%{ /* NOCONTEXT */
#ifdef GLX
SETWIN(aGLXWindowId)
sclear((ulong)_intVal(sval));
RETURN (true);
#endif
%}
.
^ false
!
glxScrbox: arg in: aGLXWindowId
%{ /* NOCONTEXT */
#ifdef GLX
SETWIN(aGLXWindowId)
scrbox(_longVal(arg));
RETURN (true);
#endif
%}
.
^ false
!
glxScreenspaceIn: aGLXWindowId
%{ /* NOCONTEXT */
#ifdef GLX
SETWIN(aGLXWindowId)
screenspace();
RETURN (true);
#endif
%}
.
^ false
!
glxScrmaskLeft: left right: right bottom: bottom top: top in: aGLXWindowId
%{ /* NOCONTEXT */
#ifdef GLX
SETWIN(aGLXWindowId)
scrmask(_screencoordVal(left), _screencoordVal(right),
_screencoordVal(bottom), _screencoordVal(top));
RETURN (true);
#endif
%}
.
^ false
!
glxScrnattach: gsnr in: aGLXWindowId
%{ /* NOCONTEXT */
#ifdef GLX
SETWIN(aGLXWindowId)
scrnattach(_longVal(gsnr));
RETURN (true);
#endif
%}
.
^ false
!
glxScrnselect: gsnr in: aGLXWindowId
%{ /* NOCONTEXT */
#ifdef GLX
SETWIN(aGLXWindowId)
scrnselect(_longVal(gsnr));
RETURN (true);
#endif
%}
.
^ false
!
glxSetcursorIndex: index color: color wtn: wtn in: aGLXWindowId
%{ /* NOCONTEXT */
#ifdef GLX
SETWIN(aGLXWindowId)
setcursor(_shortVal(index), _colorindexVal(color), _colorindexVal(wtn));
RETURN (true);
#endif
%}
.
^ false
!
glxSetdblightsMask: mask in: aGLXWindowId
%{ /* NOCONTEXT */
#ifdef GLX
SETWIN(aGLXWindowId)
setdblights((ulong)_intVal(mask));
RETURN (true);
#endif
%}
.
^ false
!
glxSetdepthNear: near far: far in: aGLXWindowId
%{ /* NOCONTEXT */
#ifdef GLX
SETWIN(aGLXWindowId)
setdepth(_screencoordVal(near), _screencoordVal(far));
RETURN (true);
#endif
%}
.
^ false
!
glxSetlinestyle: index in: aGLXWindowId
%{ /* NOCONTEXT */
#ifdef GLX
SETWIN(aGLXWindowId)
setlinestyle(_shortVal(index));
RETURN (true);
#endif
%}
.
^ false
!
glxSetmap: mapnum in: aGLXWindowId
%{ /* NOCONTEXT */
#ifdef GLX
SETWIN(aGLXWindowId)
setmap(_shortVal(mapnum));
RETURN (true);
#endif
%}
.
^ false
!
glxSetmonitor: mtype in: aGLXWindowId
%{ /* NOCONTEXT */
#ifdef GLX
SETWIN(aGLXWindowId)
setmonitor(_shortVal(mtype));
RETURN (true);
#endif
%}
.
^ false
!
glxSetnurbsproperty: property value: value in: aGLXWindowId
%{ /* NOCONTEXT */
#ifdef GLX
SETWIN(aGLXWindowId)
setnurbsproperty(_longVal(property), _floatVal(value));
RETURN (true);
#endif
%}
.
^ false
!
glxSetpattern: index in: aGLXWindowId
%{ /* NOCONTEXT */
#ifdef GLX
SETWIN(aGLXWindowId)
setpattern(_shortVal(index));
RETURN (true);
#endif
%}
.
^ false
!
glxSetpup: pup entry: entry mode: mode in: aGLXWindowId
%{ /* NOCONTEXT */
#ifdef GLX
SETWIN(aGLXWindowId)
setpup(_longVal(pup), _longVal(entry), (ulong)_intVal(mode));
RETURN (true);
#endif
%}
.
^ false
!
glxSetvaluator: v init: init vmin: vmin vmax: vmax in: aGLXWindowId
%{ /* NOCONTEXT */
#ifdef GLX
SETWIN(aGLXWindowId)
setvaluator(_deviceVal(v), _shortVal(init), _shortVal(vmin), _shortVal(vmax));
RETURN (true);
#endif
%}
.
^ false
!
glxSetvideo: reg value: value in: aGLXWindowId
%{ /* NOCONTEXT */
#ifdef GLX
SETWIN(aGLXWindowId)
setvideo(_longVal(reg), _longVal(value));
RETURN (true);
#endif
%}
.
^ false
!
glxShademodel: model in: aGLXWindowId
%{ /* NOCONTEXT */
#ifdef GLX
SETWIN(aGLXWindowId)
shademodel(_longVal(model));
RETURN (true);
#endif
%}
.
^ false
!
glxShaderangeLowin: lowin hiwin: hiwin z1: z1 z2: z2 in: aGLXWindowId
%{ /* NOCONTEXT */
#ifdef GLX
SETWIN(aGLXWindowId)
shaderange(_colorindexVal(lowin), _colorindexVal(hiwin),
_screencoordVal(z1), _screencoordVal(z2));
RETURN (true);
#endif
%}
.
^ false
!
glxSinglebufferIn: aGLXWindowId
%{ /* NOCONTEXT */
SETWIN(aGLXWindowId)
singlebuffer();
RETURN (true);
%}
.
^ false
!
glxSmoothline: mode in: aGLXWindowId
%{ /* NOCONTEXT */
#ifdef GLX
SETWIN(aGLXWindowId)
smoothline(_longVal(mode));
RETURN (true);
#endif
%}
.
^ false
!
glxSphfreeIn: aGLXWindowId
%{ /* NOCONTEXT */
#ifdef GLX
SETWIN(aGLXWindowId)
sphfree();
RETURN (true);
#endif
%}
.
^ false
!
glxSphgnpolysIn: aGLXWindowId
%{ /* NOCONTEXT */
#ifdef GLX
SETWIN(aGLXWindowId)
RETURN (_MKSMALLINT(sphgnpolys()));
#endif
%}
.
^ false
!
glxSphmode: attribute value: value in: aGLXWindowId
%{ /* NOCONTEXT */
#ifdef GLX
SETWIN(aGLXWindowId)
sphmode(_intVal(attribute), _intVal(value));
RETURN (true);
#endif
%}
.
^ false
!
glxSphobj: objid in: aGLXWindowId
%{ /* NOCONTEXT */
#ifdef GLX
SETWIN(aGLXWindowId)
sphobj(_objectVal(objid));
RETURN (true);
#endif
%}
.
^ false
!
glxSphrotmatrix: mat in: aGLXWindowId
%{ /* NOCONTEXT */
#ifdef GLX
Matrix matrix, *m;
if (! (m = getFloatsFromMatrixInto(mat, &matrix))) RETURN (false);
SETWIN(aGLXWindowId)
sphrotmatrix(*m);
RETURN (true);
#endif
%}
.
^ false
!
glxStencilEnable: enable ref: ref func: func mask: mask fail: fail
pass: pass zpass: zpass in: aGLXWindowId
%{ /* NOCONTEXT */
#ifdef GLX
SETWIN(aGLXWindowId)
stencil(_longVal(enable), (ulong)_intVal(ref), _longVal(func),
(ulong)_intVal(mask), _longVal(fail), _longVal(pass), _longVal(zpass));
RETURN (true);
#endif
%}
.
^ false
!
glxStensize: planes in: aGLXWindowId
%{ /* NOCONTEXT */
#ifdef GLX
SETWIN(aGLXWindowId)
stensize(_longVal(planes));
RETURN (true);
#endif
%}
.
^ false
!
glxStepunitX: x y: y in: aGLXWindowId
%{ /* NOCONTEXT */
#ifdef GLX
SETWIN(aGLXWindowId)
stepunit(_longVal(x), _longVal(y));
RETURN (true);
#endif
%}
.
^ false
!
glxStereobufferIn: aGLXWindowId
%{ /* NOCONTEXT */
#ifdef GLX
SETWIN(aGLXWindowId)
stereobuffer();
RETURN (true);
#endif
%}
.
^ false
!
glxSubpixel: b in: aGLXWindowId
%{ /* NOCONTEXT */
#ifdef GLX
SETWIN(aGLXWindowId)
subpixel(_booleanVal(b));
RETURN (true);
#endif
%}
.
^ false
!
glxSwapinterval: i in: aGLXWindowId
%{ /* NOCONTEXT */
#ifdef GLX
SETWIN(aGLXWindowId)
swapinterval(_shortVal(i));
RETURN (true);
#endif
%}
.
^ false
!
glxSwaptmeshIn: aGLXWindowId
%{ /* NOCONTEXT */
#ifdef GLX
SETWIN(aGLXWindowId)
swaptmesh();
RETURN (true);
#endif
%}
.
^ false
!
glxSwinopen: parent in: aGLXWindowId
%{ /* NOCONTEXT */
#ifdef GLX
SETWIN(aGLXWindowId)
swinopen(_longVal(parent));
RETURN (true);
#endif
%}
.
^ false
!
glxSwritemask: mask in: aGLXWindowId
%{ /* NOCONTEXT */
#ifdef GLX
SETWIN(aGLXWindowId)
swritemask((ulong)_intVal(mask));
RETURN (true);
#endif
%}
.
^ false
!
glxT2s: v in: aGLXWindowId
%{ /* NOCONTEXT */
#ifdef GLX
short vec[2], *c_v;
if (! (c_v = getShortsFromInto(v, vec, 2))) RETURN(false);
SETWIN(aGLXWindowId)
t2s(c_v);
RETURN (true);
#endif
%}
.
^ false
!
glxT2i: v in: aGLXWindowId
%{ /* NOCONTEXT */
#ifdef GLX
long vec[2], *c_v;
if (! (c_v = getLongsFromInto(v, vec, 2))) RETURN(false);
SETWIN(aGLXWindowId)
t2i(c_v);
RETURN (true);
#endif
%}
.
^ false
!
glxT2f: v in: aGLXWindowId
%{ /* NOCONTEXT */
#ifdef GLX
float vec[2], *c_v;
if (! (c_v = getFloatsFromInto(v, vec, 2))) RETURN(false);
SETWIN(aGLXWindowId)
t2f(c_v);
RETURN (true);
#endif
%}
.
^ false
!
glxT2d: v in: aGLXWindowId
%{ /* NOCONTEXT */
#ifdef GLX
double vec[2], *c_v;
if (! (c_v = getDoublesFromInto(v, vec, 2))) RETURN(false);
SETWIN(aGLXWindowId)
t2d(c_v);
RETURN (true);
#endif
%}
.
^ false
!
glxT3s: v in: aGLXWindowId
%{ /* NOCONTEXT */
#ifdef GLX
short vec[3], *c_v;
if (! (c_v = getShortsFromInto(v, vec, 3))) RETURN(false);
SETWIN(aGLXWindowId)
t3s(c_v);
RETURN (true);
#endif
%}
.
^ false
!
glxT3i: v in: aGLXWindowId
%{ /* NOCONTEXT */
#ifdef GLX
long vec[3], *c_v;
if (! (c_v = getLongsFromInto(v, vec, 3))) RETURN(false);
SETWIN(aGLXWindowId)
t3i(c_v);
RETURN (true);
#endif
%}
.
^ false
!
glxT3f: v in: aGLXWindowId
%{ /* NOCONTEXT */
#ifdef GLX
float vec[3], *c_v;
if (! (c_v = getFloatsFromInto(v, vec, 3))) RETURN(false);
SETWIN(aGLXWindowId)
t3f(c_v);
RETURN (true);
#endif
%}
.
^ false
!
glxT3d: v in: aGLXWindowId
%{ /* NOCONTEXT */
#ifdef GLX
double vec[3], *c_v;
if (! (c_v = getDoublesFromInto(v, vec, 3))) RETURN(false);
SETWIN(aGLXWindowId)
t3d(c_v);
RETURN (true);
#endif
%}
.
^ false
!
glxT4s: v in: aGLXWindowId
%{ /* NOCONTEXT */
#ifdef GLX
short vec[4], *c_v;
if (! (c_v = getShortsFromInto(v, vec, 4))) RETURN(false);
SETWIN(aGLXWindowId)
t4s(c_v);
RETURN (true);
#endif
%}
.
^ false
!
glxT4i: v in: aGLXWindowId
%{ /* NOCONTEXT */
#ifdef GLX
long vec[4], *c_v;
if (! (c_v = getLongsFromInto(v, vec, 4))) RETURN(false);
SETWIN(aGLXWindowId)
t4i(c_v);
RETURN (true);
#endif
%}
.
^ false
!
glxT4f: v in: aGLXWindowId
%{ /* NOCONTEXT */
#ifdef GLX
float vec[4], *c_v;
if (! (c_v = getFloatsFromInto(v, vec, 4))) RETURN(false);
SETWIN(aGLXWindowId)
t4f(c_v);
RETURN (true);
#endif
%}
.
^ false
!
glxT4d: v in: aGLXWindowId
%{ /* NOCONTEXT */
#ifdef GLX
double vec[4], *c_v;
if (! (c_v = getDoublesFromInto(v, vec, 4))) RETURN(false);
SETWIN(aGLXWindowId)
t4d(c_v);
RETURN (true);
#endif
%}
.
^ false
!
glxTevbind: target index: index in: aGLXWindowId
%{ /* NOCONTEXT */
#ifdef GLX
SETWIN(aGLXWindowId)
tevbind(_longVal(target), _longVal(index));
RETURN (true);
#endif
%}
.
^ false
!
glxTexbind: target index: index in: aGLXWindowId
%{ /* NOCONTEXT */
#ifdef GLX
SETWIN(aGLXWindowId)
texbind(_longVal(target), _longVal(index));
RETURN (true);
#endif
%}
.
^ false
!
glxTextcolor: tcolor in: aGLXWindowId
%{ /* NOCONTEXT */
#ifdef GLX
SETWIN(aGLXWindowId)
textcolor(_colorindexVal(tcolor));
RETURN (true);
#endif
%}
.
^ false
!
glxTextinitIn: aGLXWindowId
%{ /* NOCONTEXT */
#ifdef GLX
SETWIN(aGLXWindowId)
textinit();
RETURN (true);
#endif
%}
.
^ false
!
glxTextportLeft: left right: right bottom: bottom top: top in: aGLXWindowId
%{ /* NOCONTEXT */
#ifdef GLX
SETWIN(aGLXWindowId)
textport(_screencoordVal(left), _screencoordVal(right),
_screencoordVal(bottom), _screencoordVal(top));
RETURN (true);
#endif
%}
.
^ false
!
glxTieB: b v1: v1 v2: v2 in: aGLXWindowId
%{ /* NOCONTEXT */
#ifdef GLX
SETWIN(aGLXWindowId)
tie(_deviceVal(b), _deviceVal(v1), _deviceVal(v2));
RETURN (true);
#endif
%}
.
^ false
!
glxTlutbind: target index: index in: aGLXWindowId
%{ /* NOCONTEXT */
#ifdef GLX
SETWIN(aGLXWindowId)
tlutbind(_longVal(target), _longVal(index));
RETURN (true);
#endif
%}
.
^ false
!
glxTpoffIn: aGLXWindowId
%{ /* NOCONTEXT */
#ifdef GLX
SETWIN(aGLXWindowId)
tpoff();
RETURN (true);
#endif
%}
.
^ false
!
glxTponIn: aGLXWindowId
%{ /* NOCONTEXT */
#ifdef GLX
SETWIN(aGLXWindowId)
tpon();
RETURN (true);
#endif
%}
.
^ false
!
glxUnderlay: planes in: aGLXWindowId
%{ /* NOCONTEXT */
#ifdef GLX
SETWIN(aGLXWindowId)
underlay(_longVal(planes));
RETURN (true);
#endif
%}
.
^ false
!
glxUnqdevice: dev in: aGLXWindowId
%{ /* NOCONTEXT */
#ifdef GLX
SETWIN(aGLXWindowId)
unqdevice(_deviceVal(dev));
RETURN (true);
#endif
%}
.
^ false
!
glxV2s: v in: aGLXWindowId
%{ /* NOCONTEXT */
short vec[2], *c_v;
if (! (c_v = getShortsFromInto(v, vec, 2))) RETURN(false);
SETWIN(aGLXWindowId)
v2s(c_v);
RETURN (true);
%}
.
^ false
!
glxV2i: v in: aGLXWindowId
%{ /* NOCONTEXT */
long vec[2], *c_v;
if (! (c_v = getLongsFromInto(v, vec, 2))) RETURN(false);
SETWIN(aGLXWindowId)
v2i(c_v);
RETURN (true);
%}
.
^ false
!
glxV2f: v in: aGLXWindowId
%{ /* NOCONTEXT */
float vec[2], *c_v;
if (! (c_v = getFloatsFromInto(v, vec, 2))) RETURN(false);
SETWIN(aGLXWindowId)
v2f(c_v);
RETURN (true);
%}
.
^ false
!
glxV2d: v in: aGLXWindowId
%{ /* NOCONTEXT */
double vec[2], *c_v;
if (! (c_v = getDoublesFromInto(v, vec, 2))) RETURN(false);
SETWIN(aGLXWindowId)
v2d(c_v);
RETURN (true);
%}
.
^ false
!
glxV3s: v in: aGLXWindowId
%{ /* NOCONTEXT */
short vec[3], *c_v;
if (! (c_v = getShortsFromInto(v, vec, 3))) RETURN(false);
SETWIN(aGLXWindowId)
v3s(c_v);
RETURN (true);
%}
.
^ false
!
glxV3i: v in: aGLXWindowId
%{ /* NOCONTEXT */
long vec[3], *c_v;
if (! (c_v = getLongsFromInto(v, vec, 3))) RETURN(false);
SETWIN(aGLXWindowId)
v3i(c_v);
RETURN (true);
%}
.
^ false
!
glxV3f: v in: aGLXWindowId
%{ /* NOCONTEXT */
float vec[3], *c_v;
if (! (c_v = getFloatsFromInto(v, vec, 3))) RETURN(false);
SETWIN(aGLXWindowId)
v3f(c_v);
RETURN (true);
%}
.
^ false
!
glxV3d: v in: aGLXWindowId
%{ /* NOCONTEXT */
double vec[3], *c_v;
if (! (c_v = getDoublesFromInto(v, vec, 3))) RETURN(false);
SETWIN(aGLXWindowId)
v3d(c_v);
RETURN (true);
%}
.
^ false
!
glxV4s: v in: aGLXWindowId
%{ /* NOCONTEXT */
short vec[4], *c_v;
if (! (c_v = getShortsFromInto(v, vec, 4))) RETURN(false);
SETWIN(aGLXWindowId)
v4s(c_v);
RETURN (true);
%}
.
^ false
!
glxV4i: v in: aGLXWindowId
%{ /* NOCONTEXT */
long vec[4], *c_v;
if (! (c_v = getLongsFromInto(v, vec, 4))) RETURN(false);
SETWIN(aGLXWindowId)
v4i(c_v);
RETURN (true);
%}
.
^ false
!
glxV4f: v in: aGLXWindowId
%{ /* NOCONTEXT */
float vec[4], *c_v;
if (! (c_v = getFloatsFromInto(v, vec, 4))) RETURN(false);
SETWIN(aGLXWindowId)
v4f(c_v);
RETURN (true);
%}
.
^ false
!
glxV4d: v in: aGLXWindowId
%{ /* NOCONTEXT */
double vec[4], *c_v;
if (! (c_v = getDoublesFromInto(v, vec, 4))) RETURN(false);
SETWIN(aGLXWindowId)
v4d(c_v);
RETURN (true);
%}
.
^ false
!
glxVideocmd: cmd in: aGLXWindowId
%{ /* NOCONTEXT */
#ifdef GLX
SETWIN(aGLXWindowId)
videocmd(_longVal(cmd));
RETURN (true);
#endif
%}
.
^ false
!
glxViewportLeft: left right: right bottom: bottom top: top in: aGLXWindowId
%{ /* NOCONTEXT */
SETWIN(aGLXWindowId)
viewport(_screencoordVal(left), _screencoordVal(right),
_screencoordVal(bottom), _screencoordVal(top));
RETURN (true);
%}
.
^ false
!
glxWinclose: gwid in: aGLXWindowId
%{ /* NOCONTEXT */
#ifdef GLX
SETWIN(aGLXWindowId)
winclose(_longVal(gwid));
RETURN (true);
#endif
%}
.
^ false
!
glxWinconstraintsIn: aGLXWindowId
%{ /* NOCONTEXT */
#ifdef GLX
SETWIN(aGLXWindowId)
winconstraints();
RETURN (true);
#endif
%}
.
^ false
!
glxWindepth: gwid in: aGLXWindowId
%{ /* NOCONTEXT */
#ifdef GLX
SETWIN(aGLXWindowId)
RETURN (_MKSMALLINT(windepth(_longVal(gwid))));
#endif
%}
.
^ false
!
glxWingetIn: aGLXWindowId
%{ /* NOCONTEXT */
#ifdef GLX
SETWIN(aGLXWindowId)
RETURN (_MKSMALLINT(winget()));
#endif
%}
.
^ false
!
glxWinmoveX: x y: y in: aGLXWindowId
%{ /* NOCONTEXT */
#ifdef GLX
SETWIN(aGLXWindowId)
winmove(_longVal(x), _longVal(y));
RETURN (true);
#endif
%}
.
^ false
!
glxWinpopIn: aGLXWindowId
%{ /* NOCONTEXT */
#ifdef GLX
SETWIN(aGLXWindowId)
winpop();
RETURN (true);
#endif
%}
.
^ false
!
glxWinpositionX1: x1 y1: y1 x2: x2 y2: y2 in: aGLXWindowId
%{ /* NOCONTEXT */
#ifdef GLX
SETWIN(aGLXWindowId)
winposition(_longVal(x1), _longVal(y1), _longVal(x2), _longVal(y2));
RETURN (true);
#endif
%}
.
^ false
!
glxWinpushIn: aGLXWindowId
%{ /* NOCONTEXT */
#ifdef GLX
SETWIN(aGLXWindowId)
winpush();
RETURN (true);
#endif
%}
.
^ false
!
glxWinset: gwid in: aGLXWindowId
%{ /* NOCONTEXT */
#ifdef GLX
SETWIN(aGLXWindowId)
winset(_longVal(gwid));
RETURN (true);
#endif
%}
.
^ false
!
glxWmpack: pack in: aGLXWindowId
%{ /* NOCONTEXT */
#ifdef GLX
SETWIN(aGLXWindowId)
wmpack((ulong)_intVal(pack));
RETURN (true);
#endif
%}
.
^ false
!
glxWritemask: wtm in: aGLXWindowId
%{ /* NOCONTEXT */
#ifdef GLX
SETWIN(aGLXWindowId)
writemask(_colorindexVal(wtm));
RETURN (true);
#endif
%}
.
^ false
!
glxXfptX: x y: y z: z in: aGLXWindowId
%{ /* NOCONTEXT */
#ifdef GLX
Coord c_x, c_y, c_z;
_COORD_ (x, c_x)
_COORD_ (y, c_y)
_COORD_ (z, c_z)
SETWIN(aGLXWindowId)
xfpt(c_x, c_y, c_z);
RETURN (true);
#endif
%}
.
^ false
!
glxXfptiX: x y: y z: z in: aGLXWindowId
%{ /* NOCONTEXT */
#ifdef GLX
Icoord c_x, c_y, c_z;
_ICOORD_ (x, c_x)
_ICOORD_ (y, c_y)
_ICOORD_ (z, c_z)
SETWIN(aGLXWindowId)
xfpti(c_x, c_y, c_z);
RETURN (true);
#endif
%}
.
^ false
!
glxXfptsX: x y: y z: z in: aGLXWindowId
%{ /* NOCONTEXT */
#ifdef GLX
Scoord c_x, c_y, c_z;
_SCOORD_ (x, c_x)
_SCOORD_ (y, c_y)
_SCOORD_ (z, c_z)
SETWIN(aGLXWindowId)
xfpts(c_x, c_y, c_z);
RETURN (true);
#endif
%}
.
^ false
!
glxXfpt2X: x y: y in: aGLXWindowId
%{ /* NOCONTEXT */
#ifdef GLX
Coord c_x, c_y;
_COORD_ (x, c_x)
_COORD_ (y, c_y)
SETWIN(aGLXWindowId)
xfpt2(c_x, c_y);
RETURN (true);
#endif
%}
.
^ false
!
glxXfpt2iX: x y: y in: aGLXWindowId
%{ /* NOCONTEXT */
#ifdef GLX
Icoord c_x, c_y;
_ICOORD_ (x, c_x)
_ICOORD_ (y, c_y)
SETWIN(aGLXWindowId)
xfpt2i(c_x, c_y);
RETURN (true);
#endif
%}
.
^ false
!
glxXfpt2sX: x y: y in: aGLXWindowId
%{ /* NOCONTEXT */
#ifdef GLX
Scoord c_x, c_y;
_SCOORD_ (x, c_x)
_SCOORD_ (y, c_y)
SETWIN(aGLXWindowId)
xfpt2s(c_x, c_y);
RETURN (true);
#endif
%}
.
^ false
!
glxXfpt4X: x y: y z: z w: w in: aGLXWindowId
%{ /* NOCONTEXT */
#ifdef GLX
Coord c_x, c_y, c_z, c_w;
_COORD_ (x, c_x)
_COORD_ (y, c_y)
_COORD_ (z, c_z)
_COORD_ (w, c_w)
SETWIN(aGLXWindowId)
xfpt4(c_x, c_y, c_z, c_w);
RETURN (true);
#endif
%}
.
^ false
!
glxXfpt4iX: x y: y z: z w: w in: aGLXWindowId
%{ /* NOCONTEXT */
#ifdef GLX
Icoord c_x, c_y, c_z, c_w;
_ICOORD_ (x, c_x)
_ICOORD_ (y, c_y)
_ICOORD_ (z, c_z)
_ICOORD_ (w, c_w)
SETWIN(aGLXWindowId)
xfpt4i(c_x, c_y, c_z, c_w);
RETURN (true);
#endif
%}
.
^ false
!
glxXfpt4sX: x y: y z: z w: w in: aGLXWindowId
%{ /* NOCONTEXT */
#ifdef GLX
Scoord c_x, c_y, c_z, c_w;
_SCOORD_ (x, c_x)
_SCOORD_ (y, c_y)
_SCOORD_ (z, c_z)
_SCOORD_ (w, c_w)
SETWIN(aGLXWindowId)
xfpt4s(c_x, c_y, c_z, c_w);
RETURN (true);
#endif
%}
.
^ false
!
glxZbsize: planes in: aGLXWindowId
%{ /* NOCONTEXT */
#ifdef GLX
SETWIN(aGLXWindowId)
zbsize(_longVal(planes));
RETURN (true);
#endif
%}
.
^ false
!
glxZdraw: b in: aGLXWindowId
%{ /* NOCONTEXT */
#ifdef GLX
SETWIN(aGLXWindowId)
zdraw(_booleanVal(b));
RETURN (true);
#endif
%}
.
^ false
!
glxZfunction: func in: aGLXWindowId
%{ /* NOCONTEXT */
#ifdef GLX
SETWIN(aGLXWindowId)
zfunction(_longVal(func));
RETURN (true);
#endif
%}
.
^ false
!
glxZsource: src in: aGLXWindowId
%{ /* NOCONTEXT */
#ifdef GLX
SETWIN(aGLXWindowId)
zsource(_longVal(src));
RETURN (true);
#endif
%}
.
^ false
!
glxZwritemask: mask in: aGLXWindowId
%{ /* NOCONTEXT */
#ifdef GLX
SETWIN(aGLXWindowId)
zwritemask((ulong)_intVal(mask));
RETURN (true);
#endif
%}
.
^ false
! !