GLUI_List::GLUI_List( GLUI_Node *parent, bool scroll, int id, GLUI_CB callback /*,GLUI_Control *object GLUI_InterObject_CB obj_cb*/) { common_construct(parent, NULL, scroll, id, callback/*, object, obj_cb*/); }
GLUI_List::GLUI_List( GLUI_Node *parent, GLUI_String& live_var, bool scroll, int id, GLUI_CB callback /* ,GLUI_Control *object ,GLUI_InterObject_CB obj_cb*/ ) { common_construct(parent, &live_var, scroll, id, callback/*, object, obj_cb*/); }
// Constructor, float live var GLUI_Scrollbar::GLUI_Scrollbar( GLUI_Node *parent, const GLUI_String &name, int horz_vert, float *live_var, int id, GLUI_CB callback /*,GLUI_Control *object ,GLUI_InterObject_CB obj_cb*/ ) { common_construct(parent, name, horz_vert, GLUI_SCROLL_FLOAT, live_var, id, callback/*, object, obj_cb*/); }
// Constructor, no live var GLUI_Scrollbar::GLUI_Scrollbar( GLUI_Node *parent, const GLUI_String &name, int horz_vert, int data_type, int id, GLUI_CB callback /*,GLUI_Control *object ,GLUI_InterObject_CB obj_cb*/ ) { common_construct(parent, name, horz_vert, data_type, NULL, id, callback/*, object, obj_cb*/); }
/** Initialize ourself, create our screen, etc.. */ sdl_user::sdl_user(Uint32 flags) { draw_mode = INVALID; change_draw = INVALID; done = false; draw_mtx = SDL_CreateMutex(); mode_mtx = SDL_CreateMutex(); ready = false; drawmode = 0; map_tiles = 0; common_construct(); }
GLUI_EditText::GLUI_EditText( GLUI_Node *parent, const char *name, int data_type, void *live_var, int id, GLUI_CB callback ) { if (data_type == GLUI_EDITTEXT_TEXT) { live_type = GLUI_LIVE_TEXT; } else if (data_type == GLUI_EDITTEXT_STRING) { data_type = GLUI_EDITTEXT_TEXT; // EDITTEXT_STRING doesn't really exist. // Except as a signal to make a string. // It's a backwards-compat hack. live_type = GLUI_LIVE_STRING; } else if (data_type == GLUI_EDITTEXT_INT) { live_type = GLUI_LIVE_INT; } else if (data_type == GLUI_EDITTEXT_FLOAT) { live_type = GLUI_LIVE_FLOAT; } common_construct( parent, name, data_type, live_type, live_var, id, callback ); }
GLUI_EditText::GLUI_EditText( GLUI_Node *parent, const char *name, char *live_var, int id, GLUI_CB callback ) { common_construct( parent, name, GLUI_EDITTEXT_TEXT, GLUI_LIVE_TEXT, live_var, id, callback); }
GLUI_EditText::GLUI_EditText( GLUI_Node *parent, const char *name, int text_type, int id, GLUI_CB callback ) { common_construct( parent, name, text_type, GLUI_LIVE_NONE, 0, id, callback); }
GLUI_EditText::GLUI_EditText( GLUI_Node *parent, const char *name, std::string &live_var, int id, GLUI_CB callback ) { common_construct( parent, name, GLUI_EDITTEXT_TEXT, GLUI_LIVE_STRING, &live_var, id, callback); }
GLUI_TextBox::GLUI_TextBox( GLUI_Node *parent, bool scroll, int id, GLUI_CB callback ) { common_construct(parent, NULL, scroll, id, callback); }
GLUI_TextBox::GLUI_TextBox(GLUI_Node *parent, GLUI_String &live_var, bool scroll, int id, GLUI_CB callback ) { common_construct(parent, &live_var, scroll, id, callback); }
GLUI_Spinner::GLUI_Spinner( GLUI_Node *parent, const char *name, int data_t, void *live_var, int id, GLUI_CB callback ) { common_construct(parent, name, data_t, live_var, id, callback); }
GLUI_Spinner::GLUI_Spinner( GLUI_Node* parent, const char *name, float *live_var, int id, GLUI_CB callback ) { common_construct(parent, name, GLUI_SPINNER_FLOAT, live_var, id, callback); }
GLUI_Spinner::GLUI_Spinner( GLUI_Node* parent, const char *name, int data_type, int id, GLUI_CB callback ) { common_construct(parent, name, data_type, NULL, id, callback); }
GLUI_EditText::GLUI_EditText( GLUI_Node *parent, const GLUI_String &name, float *live_var, int id, GLUI_CB callback ) { common_construct( parent, name, GLUI_EDITTEXT_FLOAT, GLUI_LIVE_FLOAT, live_var, id, callback); }