On 29.03.2010, at 22:42, manolo gouy wrote: > Matt: It's great to see Mac FLTK-1.3 becoming cocoa-only! > > I have two remarks: > > - You've added a comment file in src/gl_draw.cxx > FIXME: no OpenGL Font Selection in Cocoa! > The present code draws openGL text by using the current fl_font, drawing > text to a bitmap, converting this bitmap into a texture, and pasting > this texture on the scene. Any UTF8 string can be drawn in any font > and size. So, I don't think font selection in Cocoa has to be fixed. > All of this code is in function gl_draw_cocoa at the end of the file.
Yes, thanks. I saw this function later, after I wrote the comment. I will try to remove the comment in the next commit. > - Two precompiler variables are now in use __APPLE__ and > __APPLE_QUARTZ__. It's much better than before when USE_QUARTZ and > __APPLE_COCOA__ were also in use. But wouldn't just __APPLE__ > be enough ? Or would you like to distinguish __APPLE_QUARTZ__ > that would be full Mac OS X from __APPLE__ that would be Darwin ? > Or something else ? I kept __APPLE_QUARTZ__ for now. It will go away. Currently all devices are implemented in a single source file and then separated for each platform using #ifdefs. It would be nice to have different source files for different devices. I want to introduce an OpenGL device that works on all platforms. The X11 device obviously would work on MSWindows and OS X as well for those who need it. Finaly, I want a minimal device that implements all device calls by somehow drawing a couple of individual points in RGB. This would be a perfect starting class for all kind of framebuffer renderings. So, to separate graphics calls from system calls, I kept __APPLE__ and __APPLE_COCOA__ for now. It's probably not needed though. - Matthias _______________________________________________ fltk-dev mailing list [email protected] http://lists.easysw.com/mailman/listinfo/fltk-dev
