#include <boost/intrusive_ptr.hpp>
#include <memory>
#include <string>
#include <map>
#include <utility>
#include <functional>
#include "snappingrange.h"
#include "GnashKey.h"
#include "VirtualClock.h"
#include "SystemClock.h"
#include "GnashEnums.h"
#include "movie_root.h"
Go to the source code of this file.
|
| gnash |
| Anonymous namespace for callbacks, local functions, event handlers etc.
|
|
| boost |
|
| gnash::gui |
| Named constructors.
|
|
|
std::unique_ptr< Gui > | gnash::gui::createFBGui (unsigned long windowid, float scale, bool do_loop, RunResources &r) |
|
std::unique_ptr< Gui > | gnash::createGTKGui (unsigned long xid, float scale, bool loop, RunResources &r) |
|
std::unique_ptr< Gui > | gnash::createKDEGui (unsigned long xid, float scale, bool loop, RunResources &r) |
|
std::unique_ptr< Gui > | gnash::createQt4Gui (unsigned long xid, float scale, bool loop, RunResources &r) |
|
std::unique_ptr< Gui > | gnash::createSDLGui (unsigned long xid, float scale, bool loop, RunResources &r) |
|
std::unique_ptr< Gui > | gnash::createFLTKGui (unsigned long xid, float scale, bool loop, RunResources &r) |
|
std::unique_ptr< Gui > | gnash::createAQUAGui (unsigned long xid, float scale, bool loop, RunResources &r) |
|
std::unique_ptr< Gui > | gnash::createRISCOSGui (unsigned long xid, float scale, bool loop, RunResources &r) |
|
std::unique_ptr< Gui > | gnash::createAOS4Gui (unsigned long xid, float scale, bool loop, RunResources &r) |
|
std::unique_ptr< Gui > | gnash::createHaikuGui (unsigned long xid, float scale, bool loop, RunResources &r) |
|
std::unique_ptr< Gui > | gnash::createDumpGui (unsigned long xid, float scale, bool loop, RunResources &r) |
|
#define ENABLE_KEYBOARD_MOUSE_MOVEMENTS 1 |
Define this to support keyboard-based pointer movements.
Define this to disable region updates debugging altogether. If undefined, debugging will be a runtime option. The flag and flag-setting functions will not be disabled (too ugly).
This should go in gnashconfig.h
This has the side effect that all frames will be re-rendered completely but in contrast to FORCE_REDRAW it won't re-render when no motion has been detected in the movie (for example when the movie is stopped).