"
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
$Header: /cvs/stx/stx/libview/Attic/GLXWorkstat.st,v 1.17 1995-02-06 00:36:30 claus Exp $
'!
!GLXWorkstation class methodsFor:'documentation'!
copyright
"
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.
"
!
version
"
$Header: /cvs/stx/stx/libview/Attic/GLXWorkstat.st,v 1.17 1995-02-06 00:36:30 claus Exp $
"
!
documentation
"
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 (i.e. GL-light; low nicotine).
The GL simulation is derived from the PD vogl library, with slight
modifictions to support multiple GL views.
Most of the hard work was done by Jeff (thanks indeed) ...
Some notes:
I do not really 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 duplicated, Jeff and I developed those in parallel -
for now, both will remain - finally they will be merged and duplicates removed ...
(examples are makeobj and makeObject).
Also, in a hurry to implement all those methods, many do no or only
limited argument checking - make certain, that you pass the correct
arguments.
There might be some confusion in the v3[sifd] functions: basically they
all do the same, and could be mapped onto one st-method (such as vertex3).
However, the C-functions expect different argument types - I dont know if
one or another of these functions suffers from any performance penalties.
Therefore, I leave the direct 1-to-1 mapping; GL experts might know more
about this (I use v3f in all of my code).
written june 93 by claus
VGL stuff dec 93
many many additions jan 94 by Jeff McAffer <jeff@is.s.u-tokyo.ac.jp>
Since this is a demo (consider it a free add-on goody) there is
*** NO WARRANTY ** for this.
Notice: this should be rewritten to use the openGL library functions
"
! !
!GLXWorkstation primitiveDefinitions!
%{
/*
* on SGI, this class is compiled with -DGLX, while
* for simulation (using vogl), this is compiled with -DVGL
*/
/*
* define this to enable:
* blendcolor getgconfig getmultisample leftbuffer rightbuffer monobuffer
* msalpha msmask mspattern mssize multisample stereobuffer
* t3s t3i t3f t3d t4s t4i t4f t4d tlutbind zbsize
*
* these are not available on all gl's
*/
/* #define FULL_GLX */
/*
* 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
# undef memset
# include <vogl.h>
# include <X11/Xlib.h>
#endif
#ifndef NULL
# define NULL (char *)0 /* sigh */
#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.
*
*/
#if defined(hpux) && defined(POSITIVE_ADDRESSES)
# define MKDPY(o) (Display *)((int)(o) & ~TAG_INT)
# define MKWIN(o) (Window)((int)(o) & ~TAG_INT)
#else
# define MKDPY(o) (Display *)(_intVal(o))
# define MKWIN(o) (Window)(_intVal(o))
#endif
#define myDpy MKDPY(_INST(displayId))
#define SETWIN(aGLXWindowId) \
if (_INST(activeWindow) != aGLXWindowId) { \
if (! _isSmallInteger(aGLXWindowId)) { \
RETURN (false); \
} \
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))
%}
! !
!GLXWorkstation primitiveFunctions!
%{
/*
* helper for rotation - call rot()
*/
static OBJ
doRotate(angle, axis)
OBJ angle;
char axis;
{
Angle a_angle;
float f_angle;
if (__isFloat(angle)) {
f_angle = (float)(_floatVal(angle));
if (f_angle != 0.0)
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;
if (f_angle != 0.0)
rot(f_angle, axis);
return (true);
}
if (_isSmallInteger(angle)) {
f_angle = (float)(_intVal(angle));
if (f_angle != 0.0)
rot(f_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;
}
static float*
getFloatsFromFloatArrayInto(obj, fp)
OBJ obj;
float *fp;
{
OBJ cls;
extern OBJ FloatArray, DoubleArray, Array;
int ninstVars;
if (! _isNonNilObject(obj)) return (float *)0;
cls = _qClass(obj);
if (cls == FloatArray)
return _FloatArrayInstPtr(obj)->f_element;
if ((_intVal(_ClassInstPtr(cls)->c_flags) & ARRAYMASK) == FLOATARRAY) {
ninstVars = _intVal(_ClassInstPtr(cls)->c_ninstvars);
return (float *) &(_InstPtr(obj)->i_instvars[ninstVars]);
}
/*
* need more here (i.e. convert from array-of-floats)
*/
return (float *)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 GLX
RETURN ( true );
#endif
%}.
^ false
"
Display supportsRGB
"
!
supportsLight
"return true, if this gl workstation supports light
(i.e. if its a real GL)"
%{ /* NOCONTEXT */
#ifdef GLX
RETURN ( true );
#endif
%}.
^ false
"
Display supportsLight
"
!
supportsTextures
"return true, if this gl workstation supports texture mapping
(i.e. if its a real GL)"
%{ /* NOCONTEXT */
#ifdef GLX
if (getgdesc(GD_TEXTURE) != 0) {
RETURN ( true );
}
#endif
%}.
^ false
"
Display supportsTextures
"
!
supportsDoubleBuffer
"return true, if this gl workstation supports double buffering"
%{ /* NOCONTEXT */
#ifdef GLX
if (getgdesc(GD_BITS_NORM_DBL_RED) != 0) {
RETURN ( true );
}
#endif
%}.
^ false
"
Display supportsDoubleBuffer
"
!
supportsZBuffer
"return true, if this gl workstation has z buffer support"
%{ /* NOCONTEXT */
#ifdef GLX
if (getgdesc(GD_BITS_NORM_ZBUFFER) != 0) {
RETURN ( true );
}
#endif
%}.
^ false
"
Display supportsZBuffer
"
!
maxZValue
"return the max. Z value (only valid if z-buffer is supported)"
%{
#ifdef GLX
long zMax;
extern OBJ _MKLARGEINT();
zMax = getgdesc(GD_ZMAX);
if ((zMax >= _MIN_INT) && (zMax <= _MAX_INT)) {
RETURN ( _MKSMALLINT(zMax) );
}
RETURN ( _MKLARGEINT(zMax) );
#endif
%}.
^ nil
! !
!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|
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 == @symbol(colorIndexSingleBuffer))
t = GLXcolorIndexSingleBuffer;
else if (glxType == @symbol(colorIndexDoubleBuffer))
t = GLXcolorIndexDoubleBuffer;
else if (glxType == @symbol(rgbSingleBuffer))
t = GLXrgbSingleBuffer;
else if (glxType == @symbol(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:'viewing'!
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);
%}
!
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);
%}
!
glxOrthoLeft: left right: right bottom: bottom top: top near: near far: far in: aGLXWindowId
"define orthogonal projection"
%{ /* 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);
%}
!
glxOrtho2Left: left right: right bottom: bottom top: top in: aGLXWindowId
"define 2D orthogonal projection"
%{ /* 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);
%}
.
^ true
!
glxReshapeViewPortIn: aGLXWindowId
%{ /* NOCONTEXT */
SETWIN(aGLXWindowId)
reshapeviewport();
%}
.
^ true
! !
!GLXWorkstation methodsFor:'transformations'!
glxTranslateX:x in:aGLXWindowId
"translate current matrix on X axis"
%{ /* NOCONTEXT */
Coord c_x;
_COORD_ (x, c_x)
SETWIN(aGLXWindowId)
translate(c_x, (Coord)0, (Coord)0);
RETURN (true);
%}
!
glxTranslateY:y in:aGLXWindowId
"translate current matrix on Y axis"
%{ /* NOCONTEXT */
Coord c_y;
_COORD_ (y, c_y)
SETWIN(aGLXWindowId)
translate((Coord)0, c_y, (Coord)0);
RETURN (true);
%}
!
glxTranslateZ:z in:aGLXWindowId
"translate current matrix on Z axis"
%{ /* NOCONTEXT */
Coord c_z;
_COORD_ (z, c_z)
SETWIN(aGLXWindowId)
translate((Coord)0, (Coord)0, c_z);
RETURN (true);
%}
!
glxTranslateX:x y:y z:z in:aGLXWindowId
"translate current matrix, given individual x, y and z values"
%{ /* 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);
%}
!
glxTranslate:arrayOf3Floats in:aGLXWindowId
"translate current matrix, given a 3-element vector"
%{ /* NOCONTEXT */
float vec[3], *v;
if (! (v = getFloatsFromInto(arrayOf3Floats, vec, 3))) RETURN(false);
SETWIN(aGLXWindowId)
translate((Coord)(v[0]), (Coord)(v[1]), (Coord)(v[2]));
RETURN (true);
%}
!
glxScaleX:x in:aGLXWindowId
"scale in x direction"
%{ /* NOCONTEXT */
float f_x;
_FLOAT_ (x, f_x)
SETWIN(aGLXWindowId)
scale(f_x, (float)0, (float)0);
RETURN (true);
%}
!
glxScaleY:y in:aGLXWindowId
"scale in y direction"
%{ /* NOCONTEXT */
float f_y;
_FLOAT_ (y, f_y)
SETWIN(aGLXWindowId)
scale((float)0, f_y, (float)0);
RETURN (true);
%}
!
glxScaleZ:z in:aGLXWindowId
"scale in z direction"
%{ /* NOCONTEXT */
float f_z;
_FLOAT_ (z, f_z)
SETWIN(aGLXWindowId)
scale((float)0, (float)0, f_z);
RETURN (true);
%}
!
glxScaleX:x y:y z:z in:aGLXWindowId
"scale & mirror current matrix, given individual x, y and z values"
%{ /* 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);
%}
!
glxScale:arrayOf3Floats in:aGLXWindowId
"scale current matrix, given a 3-element vector"
%{ /* NOCONTEXT */
float vec[3], *v;
if (! (v = getFloatsFromInto(arrayOf3Floats, vec, 3))) RETURN(false);
SETWIN(aGLXWindowId)
scale(v[0], v[1], v[2]);
RETURN (true);
%}
!
glxRotateX:angle in:aGLXWindowId
"rotate the current matrix on x axis.
The angle is in degrees."
%{ /* NOCONTEXT */
SETWIN(aGLXWindowId)
RETURN (doRotate(angle, 'x'));
%}
!
glxRotateY:angle in:aGLXWindowId
"rotate the current matrix on y axis.
The angle is in degrees."
%{ /* NOCONTEXT */
SETWIN(aGLXWindowId)
RETURN (doRotate(angle, 'y'));
%}
!
glxRotateZ:angle in:aGLXWindowId
"rotate the current matrix on z axis.
The angle is in degrees."
%{ /* NOCONTEXT */
SETWIN(aGLXWindowId)
RETURN (doRotate(angle, 'z'));
%}
!
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.
The angle is in degrees."
%{ /* NOCONTEXT */
char c_axis;
if (axis == @symbol(x))
c_axis = 'x';
else if (axis == @symbol(y))
c_axis = 'y';
else if (axis == @symbol(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 axes, given individual x, y and z values.
The values are in degrees"
%{ /* NOCONTEXT */
SETWIN(aGLXWindowId)
if ( doRotate(xAngle, 'x') == true) {
if ( doRotate(yAngle, 'y') == true) {
RETURN (doRotate(zAngle, 'z'));
}
}
%}
.
^ false
!
glxRotate:arrayOf3Floats in:aGLXWindowId
"rotate current matrix, given a 3-element vector (or more).
The elements of the array are degrees."
%{ /* NOCONTEXT */
float vec[3], *v;
if (! (v = getFloatsFromInto(arrayOf3Floats, vec, 3))) RETURN(false);
SETWIN(aGLXWindowId)
rot(v[0], 'x');
rot(v[1], 'y');
rot(v[2], 'z');
RETURN (true);
%}
!
glxRotateIX:angle in:aGLXWindowId
"rotate the current matrix on x axis.
The angle is an integer specifying tenths of a degree."
%{ /* NOCONTEXT */
if (_isSmallInteger(angle)) {
SETWIN(aGLXWindowId)
rotate(_intVal(angle), 'x');
RETURN (true);
}
%}
.
^ false
!
glxRotateIY:angle in:aGLXWindowId
"rotate the current matrix on x axis.
The angle is an integer specifying tenths of a degree."
%{ /* NOCONTEXT */
if (_isSmallInteger(angle)) {
SETWIN(aGLXWindowId)
rotate(_intVal(angle), 'y');
RETURN (true);
}
%}
.
^ false
!
glxRotateIZ:angle in:aGLXWindowId
"rotate the current matrix on x axis.
The angle is an integer specifying tenths of a degree."
%{ /* NOCONTEXT */
if (_isSmallInteger(angle)) {
SETWIN(aGLXWindowId)
rotate(_intVal(angle), 'z');
RETURN (true);
}
%}
.
^ false
!
glxRotateI: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.
The angle is an integer specifying tenths of a degree."
%{ /* NOCONTEXT */
char c_axis;
if (axis == @symbol(x))
c_axis = 'x';
else if (axis == @symbol(y))
c_axis = 'y';
else if (axis == @symbol(z))
c_axis = 'z';
else {
RETURN (false);
}
if (_isSmallInteger(angle)) {
SETWIN(aGLXWindowId)
rotate(_intVal(angle), c_axis);
RETURN (true);
}
%}
.
^ false
!
glxRotateIX:xAngle y:yAngle z:zAngle in:aGLXWindowId
"rotate the current matrix on all axes, given individual x, y and z values.
The values are integers specifying tenths of a degree."
%{ /* NOCONTEXT */
if (_isSmallInteger(xAngle)
&& _isSmallInteger(yAngle)
&& _isSmallInteger(zAngle)) {
SETWIN(aGLXWindowId)
rotate(_intVal(xAngle), 'x');
rotate(_intVal(yAngle), 'y');
rotate(_intVal(zAngle), 'z');
RETURN (true);
}
%}
.
^ false
! !
!GLXWorkstation methodsFor:'materials & lights'!
glxLmdef:what index:index np:np props:props in:aGLXWindowId
"define a material, light source or lighting model;
what must be one of #material, #light or #lightModel.
props must be a FloatArray or a subclass of FloatArray"
%{ /* NOCONTEXT */
#ifdef GLX
short defType;
short i_index, i_np;
extern OBJ FloatArray;
float *fp;
OBJ cls;
int ninstVars, nInstBytes;
if (what == @symbol(material))
defType = DEFMATERIAL;
else if (what == @symbol(light))
defType = DEFLIGHT;
else if (what == @symbol(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, light or lighting model.
target must be a symbol from: #material, #backMaterial,
#light0-light7 or #lightModel."
%{ /* NOCONTEXT */
#ifdef GLX
short defType;
short i_index;
if (target == @symbol(material))
defType = MATERIAL;
else if (target == @symbol(backMaterial))
defType = BACKMATERIAL;
else if (target == @symbol(light0))
defType = LIGHT0;
else if (target == @symbol(light1))
defType = LIGHT1;
else if (target == @symbol(light2))
defType = LIGHT2;
else if (target == @symbol(light3))
defType = LIGHT3;
else if (target == @symbol(light4))
defType = LIGHT4;
else if (target == @symbol(light5))
defType = LIGHT5;
else if (target == @symbol(light6))
defType = LIGHT6;
else if (target == @symbol(light7))
defType = LIGHT7;
else if (target == @symbol(lightModel))
defType = LMODEL;
else {
RETURN (false);
}
_INT_ (index, i_index);
SETWIN(aGLXWindowId)
lmbind(defType, i_index);
RETURN (true);
#endif
%}
.
^ false
!
glxTexDef2d:index nc:nc width:w height:h bits:image np:np props:props in:aGLXWindowId
"define a 2D texture. index is the 'name' of the texture;
nc is the number of components (1-4) per pixel;
w/h define the size of the texture; bits is a byteArray containing the
long-word aligned pixel data; np is the number of props found in
the floatArray props. Props must be delimited by a 0.0 entry."
%{ /* NOCONTEXT */
#ifdef GLX
unsigned char *cp;
const float *fp;
OBJ cls;
float fbuff[30];
if (__isByteArray(image)) {
cp = _ByteArrayInstPtr(image)->ba_element;
fp = getFloatsFromFloatArrayInto(props, fbuff);
SETWIN(aGLXWindowId)
texdef2d(_intVal(index), _intVal(nc), _intVal(w), _intVal(h),
(const unsigned long *)cp, _intVal(np), fp);
RETURN (true);
}
#endif
%}
.
^ false
!
glxTexDef3d:index nc:nc width:w height:h depth:d bits:image np:np props:props in:aGLXWindowId
"define a 3D texture. index is the 'name' of the texture;
nc is the number of components (1-4) per pixel;
w/h/d define the size of the texture; bits is a byteArray containing the
long-word aligned pixel data; np is the number of props found in
the floatArray props. Props must be delimited by a 0.0 entry."
%{ /* NOCONTEXT */
#ifdef GLX
unsigned char *cp;
const float *fp;
OBJ cls;
float fbuff[30];
if (__isByteArray(image)) {
cp = _ByteArrayInstPtr(image)->ba_element;
fp = getFloatsFromFloatArrayInto(props, fbuff);
SETWIN(aGLXWindowId)
texdef3d(_intVal(index), _intVal(nc), _intVal(w), _intVal(h),
_intVal(d),
(const unsigned long *)cp, _intVal(np), fp);
RETURN (true);
}
#endif
%}
.
^ false
!
glxTevdef:index np:np props:props in:aGLXWindowId
%{ /* NOCONTEXT */
#ifdef GLX
const float *fp;
float fbuff[30];
SETWIN(aGLXWindowId)
fp = getFloatsFromFloatArrayInto(props, fbuff);
tevdef(_intVal(index), _intVal(np), fp);
RETURN (true);
#endif
%}
.
^ false
!
glxTevbind:target index:index in:aGLXWindowId
"bind a texture environment; target must be 0
or the symbol #env0."
%{ /* NOCONTEXT */
#ifdef GLX
long t;
if (_isSmallInteger(target)) {
t = _intVal(target);
} else {
if (target == @symbol(env0)) {
t = TV_ENV0;
} else {
RETURN (false);
}
}
SETWIN(aGLXWindowId)
tevbind(t, _intVal(index));
RETURN (true);
#endif
%}
.
^ false
!
glxTexbind:target index:index in:aGLXWindowId
"bind a texture; target must be an integer or one
of the symbols #texture0, #textureDetail or #textureIdle."
%{ /* NOCONTEXT */
#ifdef GLX
long t;
if (_isSmallInteger(target)) {
t = _intVal(target);
} else {
if (target == @symbol(texture0)) {
t = TX_TEXTURE_0;
} else if (target == @symbol(textureDetail)) {
t = TX_TEXTURE_DETAIL;
} else if (target == @symbol(textureIdle)) {
t = TX_TEXTURE_IDLE;
} else {
RETURN (false);
}
}
SETWIN(aGLXWindowId)
texbind(t, _intVal(index));
RETURN (true);
#endif
%}
.
^ false
! !
!GLXWorkstation methodsFor:'color'!
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 in 0..255"
%{ /* 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
!
glxColorRed:r green:g blue:b alpha:a in:aGLXWindowId
"set color including alpha value, args must be integer values within 0..255"
%{ /* NOCONTEXT */
#ifdef GLX
short s_r, s_g, s_b, s_a;
_INT_(r, s_r);
_INT_(g, s_g);
_INT_(b, s_b);
_INT_(a, s_a);
SETWIN(aGLXWindowId)
cpack((((((s_a<<8) | s_b) << 8) | s_g) << 8) | s_r);
RETURN (true);
#endif
%}
.
^ false
! !
!GLXWorkstation methodsFor:'clearing'!
glxClearIn:aGLXWindowId
"clear to current color"
%{ /* NOCONTEXT */
SETWIN(aGLXWindowId)
clear();
RETURN (true);
%}
!
glxZClearIn:aGLXWindowId
"clear z buffer"
%{ /* NOCONTEXT */
#ifdef GLX
SETWIN(aGLXWindowId)
zclear();
RETURN (true);
#endif
%}
.
^ false
!
glxCzclearCval:cval zval:zval in:aGLXWindowId
"clear to a color (cval) and clear z buffer to zval simultaniously"
%{ /* NOCONTEXT */
#ifdef GLX
SETWIN(aGLXWindowId)
czclear((ulong)_intVal(cval), _intVal(zval));
RETURN (true);
#endif
%}
.
^ false
! !
!GLXWorkstation methodsFor:'matrix stack'!
glxPushmatrixIn:aGLXWindowId
"push down transformation stack"
%{ /* NOCONTEXT */
SETWIN(aGLXWindowId)
pushmatrix();
RETURN (true);
%}
!
glxPopmatrixIn:aGLXWindowId
"pop transformation stack"
%{ /* NOCONTEXT */
SETWIN(aGLXWindowId)
popmatrix();
RETURN (true);
%}
!
glxGetMatrix:arrayOf16Floats in:aGLXWindowId
"argument must be an array (a matrix) of 16 floats. The current matrix
will be stored into that."
%{ /* NOCONTEXT */
Matrix matrix;
SETWIN(aGLXWindowId)
getmatrix(matrix);
if (! putFloatsFromInto(matrix, arrayOf16Floats, 16)) RETURN(false);
%}
.
^ true
!
glxLoadMatrix:arrayOf16Floats in:aGLXWindowId
"argument must be an array(a matrix) of 16 floats. The current matrix
will be loaded from that."
%{ /* NOCONTEXT */
Matrix matrix;
Matrix *m;
if (! (m = getFloatsFromMatrixInto(arrayOf16Floats, &matrix))) RETURN (false);
SETWIN(aGLXWindowId)
loadmatrix(*m);
RETURN (true);
%}
!
glxMultMatrix:arrayOf16Floats in:aGLXWindowId
"argument must be an array(a matrix) of 16 floats containing a
matrix to multiply into the current matrix."
%{ /* NOCONTEXT */
Matrix matrix;
Matrix *m;
if (! (m = getFloatsFromMatrixInto(arrayOf16Floats, &matrix))) RETURN (false);
SETWIN(aGLXWindowId)
multmatrix(*m);
RETURN (true);
%}
! !
!GLXWorkstation methodsFor:'double buffering'!
glxDoubleBufferIn:aGLXWindowId
"set double buffer mode"
%{ /* NOCONTEXT */
SETWIN(aGLXWindowId)
doublebuffer();
RETURN (true);
%}
!
glxSingleBufferIn: aGLXWindowId
"set single buffer mode"
%{ /* NOCONTEXT */
SETWIN(aGLXWindowId)
singlebuffer();
RETURN (true);
%}
!
glxSwapBuffersIn:aGLXWindowId
"swap double buffers"
%{ /* NOCONTEXT */
SETWIN(aGLXWindowId)
swapbuffers();
RETURN (true);
%}
!
glxFrontBufferIn:aGLXWindowId
"switch to front buffer - turning backbuffer off"
%{ /* NOCONTEXT */
SETWIN(aGLXWindowId)
#ifdef GLX
backbuffer(FALSE);
#endif
frontbuffer(TRUE);
RETURN (true);
%}
!
glxBackBufferIn:aGLXWindowId
"switch to back buffer - turning frontbuffer off"
%{ /* NOCONTEXT */
SETWIN(aGLXWindowId)
#ifdef GLX
frontbuffer(FALSE);
#endif
backbuffer(TRUE);
RETURN (true);
%}
!
glxBackbuffer: b in: aGLXWindowId
%{ /* NOCONTEXT */
SETWIN(aGLXWindowId)
backbuffer(_booleanVal(b));
RETURN (true);
%}
!
glxFrontbuffer: b in: aGLXWindowId
%{ /* NOCONTEXT */
SETWIN(aGLXWindowId)
frontbuffer(_booleanVal(b));
RETURN (true);
%}
! !
!GLXWorkstation methodsFor:'zbuffer'!
glxZbuffer:aBoolean in:aGLXWindowId
"enable/disable z-buffer operation"
%{ /* NOCONTEXT */
#ifdef GLX
SETWIN(aGLXWindowId)
zbuffer(aBoolean == false ? FALSE : TRUE);
RETURN (true);
#endif
%}
.
^ false
!
glxZbsize: planes in: aGLXWindowId
%{ /* NOCONTEXT */
#ifdef FULL_GLX
SETWIN(aGLXWindowId)
zbsize(_longVal(planes));
RETURN (true);
#endif
%}
.
^ false
!
glxZdraw: b in: aGLXWindowId
"enable/disable drawing into the z-buffer"
%{ /* NOCONTEXT */
#ifdef GLX
SETWIN(aGLXWindowId)
zdraw(_booleanVal(b));
RETURN (true);
#endif
%}
.
^ false
!
glxZfunction: func in: aGLXWindowId
"set the z-buffer comparison function.
func may be either the numeric value or a symbol (preferred)"
%{ /* NOCONTEXT */
#ifdef GLX
long f;
SETWIN(aGLXWindowId)
if (func == @symbol(NEVER))
f = ZF_NEVER;
else if (func == @symbol(LESS))
f = ZF_LESS;
else if (func == @symbol(EQUAL))
f = ZF_EQUAL;
else if (func == @symbol(LEQUAL))
f = ZF_LEQUAL;
else if (func == @symbol(GREATER))
f = ZF_GREATER;
else if (func == @symbol(NOTEQUAL))
f = ZF_NOTEQUAL;
else if (func == @symbol(GEQUAL))
f = ZF_GEQUAL;
else if (func == @symbol(ALWAYS))
f = ZF_ALWAYS;
else
f = _longVal(func);
zfunction(f);
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
! !
!GLXWorkstation methodsFor:'misc'!
glxRGBmodeIn:aGLXWindowId
"set true color mode (no colormap)"
%{ /* NOCONTEXT */
#ifdef GLX
SETWIN(aGLXWindowId)
RGBmode();
RETURN (true);
#endif
%}
.
^ 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);
%}
!
glxNmode:aSymbol in:aGLXWindowId
"set normalize mode: #auto, #normalize"
%{ /* NOCONTEXT */
#ifdef GLX
if (aSymbol == @symbol(auto)) {
nmode(NAUTO);
RETURN (true);
}
if (aSymbol == @symbol(normalize)) {
nmode(NNORMALIZE);
RETURN (true);
}
#endif
%}
.
^ false
!
glxMmode:aSymbol in:aGLXWindowId
"set matrix mode: #single, #viewing, #projection or #texture"
%{ /* NOCONTEXT */
#ifdef GLX
if (aSymbol == @symbol(single)) {
mmode(MSINGLE);
RETURN (true);
}
if (aSymbol == @symbol(viewing)) {
mmode(MVIEWING);
RETURN (true);
}
if (aSymbol == @symbol(projection)) {
mmode(MPROJECTION);
RETURN (true);
}
if (aSymbol == @symbol(texture)) {
mmode(MTEXTURE);
RETURN (true);
}
#endif
%}
.
^ false
! !
!GLXWorkstation methodsFor:'flat drawing'!
glxBeginPointIn:aGLXWindowId
"start a point-group"
%{ /* NOCONTEXT */
SETWIN(aGLXWindowId)
bgnpoint();
RETURN (true);
%}
!
glxEndPointIn:aGLXWindowId
"end a point group"
%{ /* NOCONTEXT */
SETWIN(aGLXWindowId)
endpoint();
RETURN (true);
%}
!
glxBeginClosedLineIn:aGLXWindowId
"start a closed line"
%{ /* NOCONTEXT */
SETWIN(aGLXWindowId)
bgnclosedline();
RETURN (true);
%}
!
glxEndClosedLineIn:aGLXWindowId
"end a closed line"
%{ /* NOCONTEXT */
SETWIN(aGLXWindowId)
endclosedline();
RETURN (true);
%}
!
glxBeginLineIn:aGLXWindowId
"start a line group"
%{ /* NOCONTEXT */
SETWIN(aGLXWindowId)
bgnline();
RETURN (true);
%}
!
glxEndLineIn:aGLXWindowId
"end a line group"
%{ /* NOCONTEXT */
SETWIN(aGLXWindowId)
endline();
RETURN (true);
%}
!
glxBeginPolygonIn:aGLXWindowId
"start a polygon"
%{ /* NOCONTEXT */
SETWIN(aGLXWindowId)
bgnpolygon();
RETURN (true);
%}
!
glxEndPolygonIn:aGLXWindowId
"end a polygon"
%{ /* NOCONTEXT */
SETWIN(aGLXWindowId)
endpolygon();
RETURN (true);
%}
!
glxBeginTriangleMeshIn:aGLXWindowId
"start a triangle mesh"
%{ /* NOCONTEXT */
SETWIN(aGLXWindowId)
bgntmesh();
RETURN (true);
%}
!
glxEndTriangleMeshIn:aGLXWindowId
"end a triangle mesh"
%{ /* NOCONTEXT */
SETWIN(aGLXWindowId)
endtmesh();
RETURN (true);
%}
!
glxBeginQuadrilateralStripIn:aGLXWindowId
"start a quadrilateral strip"
%{ /* NOCONTEXT */
SETWIN(aGLXWindowId)
bgnqstrip();
RETURN (true);
%}
!
glxEndQuadrilateralStripIn:aGLXWindowId
"end a quadrilateral strip"
%{ /* NOCONTEXT */
SETWIN(aGLXWindowId)
endqstrip();
RETURN (true);
%}
! !
!GLXWorkstation methodsFor:'sphere drawing'!
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
!
glxSphDrawX:x y:y z:z radius:r in:aGLXWindowId
"arguments must be convertable to floats - in real GL only"
%{ /* NOCONTEXT */
#ifdef GLX
float vec[4];
_FLOAT_(x, vec[0])
_FLOAT_(y, vec[1])
_FLOAT_(z, vec[2])
_FLOAT_(r, vec[3])
SETWIN(aGLXWindowId)
sphdraw(vec);
RETURN (true);
#endif
%}
.
^ false
! !
!GLXWorkstation methodsFor:'patches & surfaces'!
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);
%}
!
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
!
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
!
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
! !
!GLXWorkstation methodsFor:'arcs and circles'!
glxArcX: x y: y radius: radius startang: startang endang: endang in: aGLXWindowId
"draw an arc"
%{ /* 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
"draw an arc"
%{ /* 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);
%}
!
glxArcsX: x y: y radius: radius startang: startang endang: endang in: aGLXWindowId
"draw an arc"
%{ /* 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);
%}
!
glxArcfX: x y: y radius: radius startang: startang endang: endang in: aGLXWindowId
"draw a filled arc"
%{ /* 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);
%}
!
glxArcfiX: x y: y radius: radius startang: startang endang: endang in: aGLXWindowId
"draw a filled arc"
%{ /* 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);
%}
!
glxArcfsX: x y: y radius: radius startang: startang endang: endang in: aGLXWindowId
"draw a filled arc"
%{ /* 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);
%}
!
glxCircX: x y: y radius: radius in: aGLXWindowId
"draw a circle"
%{ /* 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);
%}
!
glxCirciX: x y: y radius: radius in: aGLXWindowId
"draw a circle"
%{ /* 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);
%}
!
glxCircsX: x y: y radius: radius in: aGLXWindowId
"draw a circle"
%{ /* 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);
%}
!
glxCircfX: x y: y radius: radius in: aGLXWindowId
"draw a filled circle"
%{ /* 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);
%}
!
glxCircfiX: x y: y radius: radius in: aGLXWindowId
"draw a filled circle"
%{ /* 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);
%}
!
glxCircfsX: x y: y radius: radius in: aGLXWindowId
"draw a filled circle"
%{ /* 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);
%}
! !
!GLXWorkstation methodsFor:'objects'!
glxCallObject:obj in:aGLXWindowId
"perform the commands of an object (macro)."
%{ /* NOCONTEXT */
if (_isSmallInteger(obj)) {
SETWIN(aGLXWindowId)
callobj(_objectVal(obj));
RETURN (true);
}
%}
.
^ false
!
glxCallobj: obj in: aGLXWindowId
"OBSOLETE; use glxCallObject:in:
This one will be removed soon."
%{ /* NOCONTEXT */
if (_isSmallInteger(obj)) {
SETWIN(aGLXWindowId)
callobj(_objectVal(obj));
RETURN (true);
}
%}
.
^ false
!
glxCloseObjectIn:aGLXWindowId
"end object defnition"
%{ /* NOCONTEXT */
SETWIN(aGLXWindowId)
closeobj();
RETURN (true);
%}
!
glxCloseobjIn:aGLXWindowId
"OBSOLETE: use glxCloseObjectIn:
This one will be removed."
%{ /* NOCONTEXT */
SETWIN(aGLXWindowId)
closeobj();
RETURN (true);
%}
!
glxDeleteObject:obj in:aGLXWindowId
%{ /* NOCONTEXT */
SETWIN(aGLXWindowId)
delobj(_objectVal(obj));
RETURN (true);
%}
!
glxDelobj:obj in:aGLXWindowId
"OBSOLETE: use glxDeleteObject:in:
This one will be removed."
%{ /* NOCONTEXT */
SETWIN(aGLXWindowId)
delobj(_objectVal(obj));
RETURN (true);
%}
!
glxGenObjectIn:aGLXWindowId
"return a new (free & unused) object id for use
with makeObj"
%{ /* NOCONTEXT */
SETWIN(aGLXWindowId)
RETURN (_MKSMALLINT(genobj()));
%}
!
glxGenobjIn:aGLXWindowId
"OBSOLETE: use glxGenObject:in:
This one will be removed."
%{ /* NOCONTEXT */
SETWIN(aGLXWindowId)
RETURN (_MKSMALLINT(genobj()));
%}
!
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
"OBSOLETE; use glxMakeObject:in:
This one will be removed soon."
%{ /* NOCONTEXT */
if (_isSmallInteger(obj)) {
SETWIN(aGLXWindowId)
makeobj(_objectVal(obj));
RETURN (true);
}
%}
.
^ false
!
glxIsobj:obj in:aGLXWindowId
"return true, if obj is a valid object id"
%{ /* NOCONTEXT */
SETWIN(aGLXWindowId)
RETURN (_MKBOOLEAN(isobj(_objectVal(obj))));
%}
!
glxGetopenobjIn:aGLXWindowId
"return the currently open objects id; -1 if none is open"
%{ /* NOCONTEXT */
SETWIN(aGLXWindowId)
RETURN (_MKSMALLINT(getopenobj()));
%}
! !
!GLXWorkstation methodsFor:'unspecified rest'!
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
!
glxBackface: b in: aGLXWindowId
%{ /* NOCONTEXT */
SETWIN(aGLXWindowId)
backface(_booleanVal(b));
RETURN (true);
%}
!
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 FULL_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
!
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
!
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);
%}
!
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);
%}
!
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);
%}
!
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);
%}
!
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);
%}
!
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);
%}
!
glxColorfIndex: index in: aGLXWindowId
^self glxColor: index in: aGLXWindowId
!
glxConcave: b in: aGLXWindowId
%{ /* NOCONTEXT */
SETWIN(aGLXWindowId)
concave(_booleanVal(b));
RETURN (true);
%}
!
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);
%}
!
glxCurveit: iterationcount in: aGLXWindowId
%{ /* NOCONTEXT */
SETWIN(aGLXWindowId)
curveit(_shortVal(iterationcount));
RETURN (true);
%}
!
glxCurveprecision: nsegments in: aGLXWindowId
%{ /* NOCONTEXT */
SETWIN(aGLXWindowId)
curveprecision(_shortVal(nsegments));
RETURN (true);
%}
!
glxCyclemapDuration: duration map: map nxtmap: nxtmap in: aGLXWindowId
%{ /* NOCONTEXT */
#ifdef GLX
SETWIN(aGLXWindowId)
cyclemap(_shortVal(duration), _shortVal(map), _shortVal(nxtmap));
RETURN (true);
#endif
%}
.
^ false
!
glxDeflinestyleN: n ls: ls in: aGLXWindowId
"define a line style"
%{ /* NOCONTEXT */
SETWIN(aGLXWindowId)
deflinestyle(_shortVal(n), _linestyleVal(ls));
RETURN (true);
%}
!
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
!
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);
%}
!
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);
%}
!
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);
%}
!
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);
%}
!
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);
%}
!
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);
%}
!
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);
%}
!
glxForegroundIn: aGLXWindowId
%{ /* NOCONTEXT */
SETWIN(aGLXWindowId)
foreground();
RETURN (true);
%}
!
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
!
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))));
%}
!
glxGetcmmodeIn: aGLXWindowId
%{ /* NOCONTEXT */
#ifdef GLX
SETWIN(aGLXWindowId)
RETURN (_MKBOOLEAN(getcmmode()));
#endif
%}
.
^ false
!
glxGetcolorIn: aGLXWindowId
"return the current drawing color"
%{ /* NOCONTEXT */
SETWIN(aGLXWindowId)
RETURN (_MKSMALLINT(getcolor()));
%}
!
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 FULL_GLX
SETWIN(aGLXWindowId)
RETURN (_MKSMALLINT(getgconfig(_longVal(buffer))));
#endif
%}
.
^ false
!
glxGetgdescInquiry: inquiry in: aGLXWindowId
%{ /* NOCONTEXT */
SETWIN(aGLXWindowId)
RETURN (_MKSMALLINT(getgdesc(_longVal(inquiry))));
%}
!
glxGetheightIn: aGLXWindowId
%{ /* NOCONTEXT */
SETWIN(aGLXWindowId)
RETURN (_MKSMALLINT(getheight()));
%}
!
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 FULL_GLX
SETWIN(aGLXWindowId)
RETURN (_MKBOOLEAN(getmultisample()));
#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
!
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 FULL_GLX
SETWIN(aGLXWindowId)
leftbuffer(_booleanVal(bool));
RETURN (true);
#endif
%}
.
^ false
!
glxRightbuffer: bool in: aGLXWindowId
%{ /* NOCONTEXT */
#ifdef FULL_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
"set the linewidth"
%{ /* NOCONTEXT */
SETWIN(aGLXWindowId)
linewidth(_shortVal(n));
RETURN (true);
%}
!
glxLinewidthf: n in: aGLXWindowId
"set the linewidth"
%{ /* NOCONTEXT */
SETWIN(aGLXWindowId)
linewidthf(_floatVal(n));
RETURN (true);
%}
!
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
!
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);
%}
!
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 FULL_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);
%}
!
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);
%}
!
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);
%}
!
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);
%}
!
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);
%}
!
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);
%}
!
glxMsalphaMode: mode in: aGLXWindowId
%{ /* NOCONTEXT */
#ifdef FULL_GLX
SETWIN(aGLXWindowId)
msalpha(_longVal(mode));
RETURN (true);
#endif
%}
.
^ false
!
glxMsmask: mask inverse: inverse in: aGLXWindowId
%{ /* NOCONTEXT */
#ifdef FULL_GLX
SETWIN(aGLXWindowId)
msmask(_floatVal(mask), _booleanVal(inverse));
RETURN (true);
#endif
%}
.
^ false
!
glxMspattern: pattern in: aGLXWindowId
%{ /* NOCONTEXT */
#ifdef FULL_GLX
SETWIN(aGLXWindowId)
mspattern(_longVal(pattern));
RETURN (true);
#endif
%}
.
^ false
!
glxMssizeSamples: samples zsize: zsize ssize: ssize in: aGLXWindowId
%{ /* NOCONTEXT */
#ifdef FULL_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 FULL_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
!
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);
%}
!
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);
%}
!
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);
%}
!
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);
%}
!
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);
%}
!
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);
%}
!
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);
%}
!
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);
%}
!
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);
%}
!
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);
%}
!
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);
%}
!
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);
%}
!
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);
%}
!
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);
%}
!
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);
%}
!
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);
%}
!
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);
%}
!
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);
%}
!
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);
%}
!
glxPolymode: mode in: aGLXWindowId
%{ /* NOCONTEXT */
SETWIN(aGLXWindowId)
polymode(_longVal(mode));
RETURN (true);
%}
!
glxPolysmoothMode: mode in: aGLXWindowId
%{ /* NOCONTEXT */
#ifdef GLX
SETWIN(aGLXWindowId)
polysmooth(_longVal(mode));
RETURN (true);
#endif
%}
.
^ false
!
glxPopattributesIn: aGLXWindowId
%{ /* NOCONTEXT */
SETWIN(aGLXWindowId)
popattributes();
RETURN (true);
%}
!
glxPopnameIn: aGLXWindowId
%{ /* NOCONTEXT */
#ifdef GLX
SETWIN(aGLXWindowId)
popname();
RETURN (true);
#endif
%}
.
^ false
!
glxPopviewportIn: aGLXWindowId
%{ /* NOCONTEXT */
SETWIN(aGLXWindowId)
popviewport();
RETURN (true);
%}
!
glxPrefpositionX1: x1 x2: x2 y1: y1 y2: y2 in: aGLXWindowId
%{ /* NOCONTEXT */
SETWIN(aGLXWindowId)
prefposition(_longVal(x1), _longVal(x2), _longVal(y1), _longVal(y2));
RETURN (true);
%}
!
glxPrefsizeX: x y: y in: aGLXWindowId
%{ /* NOCONTEXT */
SETWIN(aGLXWindowId)
prefsize(_longVal(x), _longVal(y));
RETURN (true);
%}
!
glxPushattributesIn: aGLXWindowId
%{ /* NOCONTEXT */
SETWIN(aGLXWindowId)
pushattributes();
RETURN (true);
%}
!
glxPushname: name In: aGLXWindowId
%{ /* NOCONTEXT */
#ifdef GLX
SETWIN(aGLXWindowId)
pushname(_shortVal(name));
RETURN (true);
#endif
%}
.
^ false
!
glxPushviewportIn: aGLXWindowId
%{ /* NOCONTEXT */
SETWIN(aGLXWindowId)
pushviewport();
RETURN (true);
%}
!
glxQdevice: dev in: aGLXWindowId
%{ /* NOCONTEXT */
SETWIN(aGLXWindowId)
qdevice(_deviceVal(dev));
RETURN (true);
%}
!
glxQenterDev: dev val: val in: aGLXWindowId
%{ /* NOCONTEXT */
SETWIN(aGLXWindowId)
qenter(_deviceVal(dev), _shortVal(val));
RETURN (true);
%}
!
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);
%}
!
glxQtestIn: aGLXWindowId
%{ /* NOCONTEXT */
SETWIN(aGLXWindowId)
RETURN (_MKSMALLINT(qtest()));
%}
!
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);
%}
!
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);
%}
!
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);
%}
!
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);
%}
!
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);
%}
!
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);
%}
!
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);
%}
!
glxRectiX1: x1 y1: y1 x2: x2 y2: y2 in: aGLXWindowId
%{ /* NOCONTEXT */
SETWIN(aGLXWindowId)
recti(_icoordVal(x1), _icoordVal(y1), _icoordVal(x2), _icoordVal(y2));
RETURN (true);
%}
!
glxRectsX1: x1 y1: y1 x2: x2 y2: y2 in: aGLXWindowId
%{ /* NOCONTEXT */
SETWIN(aGLXWindowId)
rects(_scoordVal(x1), _scoordVal(y1), _scoordVal(x2), _scoordVal(y2));
RETURN (true);
%}
!
glxRectfX1: x1 y1: y1 x2: x2 y2: y2 in: aGLXWindowId
%{ /* NOCONTEXT */
SETWIN(aGLXWindowId)
rectf(_coordVal(x1), _coordVal(y1), _coordVal(x2), _coordVal(y2));
RETURN (true);
%}
!
glxRectfiX1: x1 y1: y1 x2: x2 y2: y2 in: aGLXWindowId
%{ /* NOCONTEXT */
SETWIN(aGLXWindowId)
rectfi(_icoordVal(x1), _icoordVal(y1), _icoordVal(x2), _icoordVal(y2));
RETURN (true);
%}
!
glxRectfsX1: x1 y1: y1 x2: x2 y2: y2 in: aGLXWindowId
%{ /* NOCONTEXT */
SETWIN(aGLXWindowId)
rectfs(_scoordVal(x1), _scoordVal(y1), _scoordVal(x2), _scoordVal(y2));
RETURN (true);
%}
!
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);
%}
!
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);
%}
!
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);
%}
!
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);
%}
!
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);
%}
!
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);
%}
!
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);
%}
!
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);
%}
!
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);
%}
!
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);
%}
!
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);
%}
!
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);
%}
!
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);
%}
!
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);
%}
!
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);
%}
!
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);
%}
!
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);
%}
!
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);
%}
!
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
"set the linestyle"
%{ /* NOCONTEXT */
SETWIN(aGLXWindowId)
setlinestyle(_shortVal(index));
RETURN (true);
%}
.
^ 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
!
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 FULL_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 FULL_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 FULL_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 FULL_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 FULL_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 FULL_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 FULL_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 FULL_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 FULL_GLX
double vec[4], *c_v;
if (! (c_v = getDoublesFromInto(v, vec, 4))) RETURN(false);
SETWIN(aGLXWindowId)
t4d(c_v);
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 FULL_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
!
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);
%}
!
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
! !
!GLXWorkstation methodsFor:'vertex data transfer'!
glxV2s:v in:aGLXWindowId
"pass a vertex; v must be a vector with 2 shorts; z is taken as 0"
%{ /* NOCONTEXT */
short vec[2], *c_v;
if (! (c_v = getShortsFromInto(v, vec, 2))) RETURN(false);
SETWIN(aGLXWindowId)
v2s(c_v);
RETURN (true);
%}
!
glxV2i:v in:aGLXWindowId
"pass a vertex; v must be a vector with 2 longs; z is taken as 0"
%{ /* NOCONTEXT */
long vec[2], *c_v;
if (! (c_v = getLongsFromInto(v, vec, 2))) RETURN(false);
SETWIN(aGLXWindowId)
v2i(c_v);
RETURN (true);
%}
!
glxV2f:v in:aGLXWindowId
"pass a vertex; v must be a vector with 2 floats; z is taken as 0"
%{ /* NOCONTEXT */
float vec[2], *c_v;
if (! (c_v = getFloatsFromInto(v, vec, 2))) RETURN(false);
SETWIN(aGLXWindowId)
v2f(c_v);
RETURN (true);
%}
!
glxV2d:v in:aGLXWindowId
"pass a vertex; v must be a vector with 2 doubles; z is taken as 0"
%{ /* NOCONTEXT */
double vec[2], *c_v;
if (! (c_v = getDoublesFromInto(v, vec, 2))) RETURN(false);
SETWIN(aGLXWindowId)
v2d(c_v);
RETURN (true);
%}
!
glxV2fX:x y:y in:aGLXWindowId
"pass a vertex from individual x and y values; z is taken as 0.0"
%{ /* NOCONTEXT */
float vec[2];
_FLOAT_(x, vec[0])
_FLOAT_(y, vec[1])
SETWIN(aGLXWindowId)
v2f(vec);
RETURN (true);
%}
!
glxV3s:v in:aGLXWindowId
"pass a vertex; v must be a vector with 3 shorts"
%{ /* NOCONTEXT */
short vec[3], *c_v;
if (! (c_v = getShortsFromInto(v, vec, 3))) RETURN(false);
SETWIN(aGLXWindowId)
v3s(c_v);
RETURN (true);
%}
!
glxV3i:v in:aGLXWindowId
"pass a vertex; v must be a vector with 3 longs"
%{ /* NOCONTEXT */
long vec[3], *c_v;
if (! (c_v = getLongsFromInto(v, vec, 3))) RETURN(false);
SETWIN(aGLXWindowId)
v3i(c_v);
RETURN (true);
%}
!
glxV3f:v in:aGLXWindowId
"pass a vertex; v must be a 3-element float-vector"
%{ /* NOCONTEXT */
float vec[3], *c_v;
if (! (c_v = getFloatsFromInto(v, vec, 3))) RETURN(false);
SETWIN(aGLXWindowId)
v3f(c_v);
RETURN (true);
%}
!
glxV3fX:x y:y z:z in: aGLXWindowId
"pass a vector from individual x, y and z (float) values"
%{ /* NOCONTEXT */
float vec[3];
_FLOAT_(x, vec[0])
_FLOAT_(y, vec[1])
_FLOAT_(z, vec[2])
SETWIN(aGLXWindowId)
v3f(vec);
RETURN (true);
%}
!
glxVOriginIn:aGLXWindowId
"pass a 0.0/0.0/0.0 vector.
This is the same as v3f:#(0.0 0.0 0.0), but, since its so
common, this somewhat faster method has been provided"
%{ /* NOCONTEXT */
static float vec[3] = {0.0, 0.0, 0.0};
SETWIN(aGLXWindowId)
v3f(vec);
RETURN (true);
%}
!
glxVUnitXIn:aGLXWindowId
"pass a 1.0/0.0/0.0 vector.
This is the same as v3f:#(1.0 0.0 0.0), but, since its so
common, this somewhat faster method has been provided"
%{ /* NOCONTEXT */
static float vec[3] = {1.0, 0.0, 0.0};
SETWIN(aGLXWindowId)
v3f(vec);
RETURN (true);
%}
!
glxVUnitYIn:aGLXWindowId
"pass a 0.0/1.0/0.0 vector.
This is the same as v3f:#(0.0 1.0 0.0), but, since its so
common, this somewhat faster method has been provided"
%{ /* NOCONTEXT */
static float vec[3] = {0.0, 1.0, 0.0};
SETWIN(aGLXWindowId)
v3f(vec);
RETURN (true);
%}
!
glxVUnitZIn:aGLXWindowId
"pass a 0.0/0.0/1.0 vector.
This is the same as v3f:#(0.0 0.0 1.0), but, since its so
common, this somewhat faster method has been provided"
%{ /* NOCONTEXT */
static float vec[3] = {0.0, 0.0, 1.0};
SETWIN(aGLXWindowId)
v3f(vec);
RETURN (true);
%}
!
glxV3d:v in:aGLXWindowId
"pass a vertex; v must be a 3-element double-vector"
%{ /* NOCONTEXT */
double vec[3], *c_v;
if (! (c_v = getDoublesFromInto(v, vec, 3))) RETURN(false);
SETWIN(aGLXWindowId)
v3d(c_v);
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
!
glxV4s:v in:aGLXWindowId
"pass a vertex; v must be a 4-element short-vector,
containing x, y, z and w"
%{ /* NOCONTEXT */
short vec[4], *c_v;
if (! (c_v = getShortsFromInto(v, vec, 4))) RETURN(false);
SETWIN(aGLXWindowId)
v4s(c_v);
RETURN (true);
%}
!
glxV4i:v in:aGLXWindowId
"pass a vertex; v must be a 4-element int-vector,
containing x, y, z and w"
%{ /* NOCONTEXT */
long vec[4], *c_v;
if (! (c_v = getLongsFromInto(v, vec, 4))) RETURN(false);
SETWIN(aGLXWindowId)
v4i(c_v);
RETURN (true);
%}
!
glxV4f:v in:aGLXWindowId
"pass a vertex; v must be a 4-element float-vector,
containing x, y, z and w"
%{ /* NOCONTEXT */
float vec[4], *c_v;
if (! (c_v = getFloatsFromInto(v, vec, 4))) RETURN(false);
SETWIN(aGLXWindowId)
v4f(c_v);
RETURN (true);
%}
!
glxV4d:v in:aGLXWindowId
"pass a vertex; v must be a 4-element double-vector,
containing x, y, z and w"
%{ /* NOCONTEXT */
double vec[4], *c_v;
if (! (c_v = getDoublesFromInto(v, vec, 4))) RETURN(false);
SETWIN(aGLXWindowId)
v4d(c_v);
RETURN (true);
%}
! !