glfw

package
v2.5.1 Latest Latest
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Published: Aug 24, 2024 License: BSD-3-Clause Imports: 42 Imported by: 0

Documentation

Overview

Package glfw provides a full Fyne desktop driver that uses the system OpenGL libraries. This supports Windows, Mac OS X and Linux using the gl and glfw packages from go-gl.

Index

Constants

View Source
const (
	MB_OK        MB = 0x0000_0000
	MB_ICONERROR MB = 0x0000_0010

	ES_CONTINUOUS       ES = 0x80000000
	ES_DISPLAY_REQUIRED ES = 0x00000002
)
View Source
const (
	CursorMode             glfw.InputMode = glfw.CursorMode
	StickyKeysMode         glfw.InputMode = glfw.StickyKeysMode
	StickyMouseButtonsMode glfw.InputMode = glfw.StickyMouseButtonsMode
	LockKeyMods            glfw.InputMode = glfw.LockKeyMods
	RawMouseMotion         glfw.InputMode = glfw.RawMouseMotion
)

Input modes.

View Source
const (
	CursorNormal   int = glfw.CursorNormal
	CursorHidden   int = glfw.CursorHidden
	CursorDisabled int = glfw.CursorDisabled
)

Cursor mode values.

Variables

View Source
var (
	MessageBox = user32.NewProc("MessageBoxW")
)

Functions

func NewGLDriver

func NewGLDriver() *gLDriver

NewGLDriver sets up a new Driver instance implemented using the GLFW Go library and OpenGL bindings.

Types

type ES added in v2.5.0

type ES uint

type MB added in v2.2.0

type MB uint32
type MenuBar struct {
	widget.Base
	Items []fyne.CanvasObject
	// contains filtered or unexported fields
}

MenuBar is a widget for displaying a fyne.MainMenu in a bar.

func NewMenuBar

func NewMenuBar(mainMenu *fyne.MainMenu, canvas fyne.Canvas) *MenuBar

NewMenuBar creates a menu bar populated with items from the passed main menu structure.

func (b *MenuBar) CreateRenderer() fyne.WidgetRenderer

CreateRenderer returns a new renderer for the menu bar.

Implements: fyne.Widget

func (b *MenuBar) IsActive() bool

IsActive returns whether the menu bar is active or not. An active menu bar shows the current selected menu and should have the focus.

func (b *MenuBar) Toggle()

Toggle changes the activation state of the menu bar. On activation, the first item will become active.

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