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
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