%{
#include "export.h"
+#ifdef __WXMSW__
#include "myglcanvas.h"
+#else
+#include <wx/glcanvas.h>
+#endif
+
%}
//---------------------------------------------------------------------------
%pragma(python) code = "import wx"
+//----------------------------------------------------------------------
+
+%{
+ // Put some wx default wxChar* values into wxStrings.
+ static const wxString wxPyGLCanvasNameStr(wxT("GLCanvas"));
+ static const wxString wxPyEmptyString(wxT(""));
+%}
+
//---------------------------------------------------------------------------
class wxPalette;
//---------------------------------------------------------------------------
-class wxGLContext {
+class wxGLContext : public wxObject {
public:
- wxGLContext(bool isRGB, wxGLCanvas *win, const wxPalette& palette = wxNullPalette);
+#ifndef __WXMAC__ // fix this?
+ wxGLContext(bool isRGB, wxGLCanvas *win,
+ const wxPalette& palette = wxNullPalette);
+#endif
~wxGLContext();
void SetCurrent();
//---------------------------------------------------------------------------
+enum {
+ WX_GL_RGBA, // use true color palette
+ WX_GL_BUFFER_SIZE, // bits for buffer if not WX_GL_RGBA
+ WX_GL_LEVEL, // 0 for main buffer, >0 for overlay, <0 for underlay
+ WX_GL_DOUBLEBUFFER, // use doublebuffer
+ WX_GL_STEREO, // use stereoscopic display
+ WX_GL_AUX_BUFFERS, // number of auxiliary buffers
+ WX_GL_MIN_RED, // use red buffer with most bits (> MIN_RED bits)
+ WX_GL_MIN_GREEN, // use green buffer with most bits (> MIN_GREEN bits)
+ WX_GL_MIN_BLUE, // use blue buffer with most bits (> MIN_BLUE bits)
+ WX_GL_MIN_ALPHA, // use blue buffer with most bits (> MIN_ALPHA bits)
+ WX_GL_DEPTH_SIZE, // bits for Z-buffer (0,16,32)
+ WX_GL_STENCIL_SIZE, // bits for stencil buffer
+ WX_GL_MIN_ACCUM_RED, // use red accum buffer with most bits (> MIN_ACCUM_RED bits)
+ WX_GL_MIN_ACCUM_GREEN, // use green buffer with most bits (> MIN_ACCUM_GREEN bits)
+ WX_GL_MIN_ACCUM_BLUE, // use blue buffer with most bits (> MIN_ACCUM_BLUE bits)
+ WX_GL_MIN_ACCUM_ALPHA // use blue buffer with most bits (> MIN_ACCUM_ALPHA bits)
+};
+
+
%typemap(python, in) int *attribList (int *temp) {
int i;
if (PySequence_Check($source)) {
-class wxGLCanvas : public wxScrolledWindow {
+class wxGLCanvas : public wxWindow {
public:
wxGLCanvas(wxWindow *parent, wxWindowID id = -1,
const wxPoint& pos = wxDefaultPosition,
const wxSize& size = wxDefaultSize, long style = 0,
- const char* name = "GLCanvas",
+ const wxString& name = wxPyGLCanvasNameStr,
int *attribList = NULL,
const wxPalette& palette = wxNullPalette);
- %pragma(python) addtomethod = "__init__:#wx._StdWindowCallbacks(self)"
+ %name(wxGLCanvasWithContext)
+ wxGLCanvas( wxWindow *parent,
+ const wxGLContext *shared = NULL,
+ wxWindowID id = -1,
+ const wxPoint& pos = wxDefaultPosition,
+ const wxSize& size = wxDefaultSize,
+ long style = 0,
+ const wxString& name = wxPyGLCanvasNameStr,
+ int *attribList = NULL,
+ const wxPalette& palette = wxNullPalette );
+
+// bool Create(wxWindow *parent, wxWindowID id,
+// const wxPoint& pos, const wxSize& size, long style, const wxString& name);
+
+ %pragma(python) addtomethod = "__init__:self._setOORInfo(self)"
+ %pragma(python) addtomethod = "wxGLCanvasWithContext:val._setOORInfo(self)"
void SetCurrent();
void SetColour(const char *colour);
void SwapBuffers();
wxGLContext* GetContext();
+
+#ifdef __WXMSW__
+ void SetupPixelFormat(int *attribList = NULL);
+ void SetupPalette(const wxPalette& palette);
+ wxPalette CreateDefaultPalette();
+ wxPalette* GetPalette();
+#endif
};