glut_2d.h

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00001 /*
00002  * glut_2d.h
00003  *
00004  * Copyright (C) 2008,2010  Thomas A. Vaughan
00005  * All rights reserved.
00006  *
00007  *
00008  * Redistribution and use in source and binary forms, with or without
00009  * modification, are permitted provided that the following conditions are met:
00010  *     * Redistributions of source code must retain the above copyright
00011  *       notice, this list of conditions and the following disclaimer.
00012  *     * Redistributions in binary form must reproduce the above copyright
00013  *       notice, this list of conditions and the following disclaimer in the
00014  *       documentation and/or other materials provided with the distribution.
00015  *     * Neither the name of the <organization> nor the
00016  *       names of its contributors may be used to endorse or promote products
00017  *       derived from this software without specific prior written permission.
00018  *
00019  * THIS SOFTWARE IS PROVIDED BY THOMAS A. VAUGHAN ''AS IS'' AND ANY
00020  * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
00021  * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
00022  * DISCLAIMED. IN NO EVENT SHALL THOMAS A. VAUGHAN BE LIABLE FOR ANY
00023  * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
00024  * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
00025  * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
00026  * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
00027  * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
00028  * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
00029  *
00030  *
00031  * Helper methods for dealing with 2D rendering.
00032  */
00033 
00034 #ifndef WAVE_GLUT_GLUT_2D_H__
00035 #define WAVE_GLUT_GLUT_2D_H__
00036 
00037 // includes --------------------------------------------------------------------
00038 #include "glut.h"
00039 
00040 
00041 namespace glut {
00042 
00043 
00044 /// \ingroup glut
00045 /*@{*/
00046 
00047 ////////////////////////////////////////////////////////////////////////////////
00048 //
00049 //      helper methods
00050 //
00051 ////////////////////////////////////////////////////////////////////////////////
00052 
00053 /// switches to 2D drawing.  NOTE: for historical reasons, I don't follow the
00054 ///     usual OpenGL coordinate conventions here.  In 2D coordinates, positive Y
00055 ///     down, not up.  y=0 is the top of the screen.  (OpenGL is flipped:
00056 ///     positive Y is up).  So be aware when 2D drawing.
00057 void push2D(IN int screenWidth, IN int screenHeight);
00058 
00059 /// restores 3D drawing (make sure to call this after calling push2D()!).
00060 void pop2D(void);
00061 
00062 
00063 void drawCursor(IN int x, IN int y);
00064 
00065 
00066 };      // glut namespace
00067 
00068 #endif  // WAVE_GLUT_GLUT_2D_H__
00069