-/////////////////////////////////////////////////////////////////////////////
+///////////////////////////////////////////////////////////////////////////////
// Name: cube.cpp
// Purpose: wxGLCanvas demo program
// Author: Julian Smart
-// Modified by:
+// Modified by: Vadim Zeitlin to use new wxGLCanvas API (2007-04-09)
// Created: 04/01/98
// RCS-ID: $Id$
// Copyright: (c) Julian Smart
// Licence: wxWindows licence
-/////////////////////////////////////////////////////////////////////////////
+///////////////////////////////////////////////////////////////////////////////
-#if defined(__GNUG__) && !defined(__APPLE__)
-#pragma implementation
-#pragma interface
-#endif
+// ============================================================================
+// declarations
+// ============================================================================
+
+// ----------------------------------------------------------------------------
+// headers
+// ----------------------------------------------------------------------------
// For compilers that support precompilation, includes "wx.h".
#include "wx/wxprec.h"
#include "cube.h"
-#ifndef __WXMSW__ // for wxStopWatch, see remark below
- #if defined(__WXMAC__) && !defined(__DARWIN__)
- #include <utime.h>
- #include <unistd.h>
- #else
- #include <sys/time.h>
- #include <sys/unistd.h>
- #endif
-#else
-#include <sys/timeb.h>
+#if !defined(__WXMSW__) && !defined(__WXPM__)
+ #include "../../sample.xpm"
#endif
-#define ID_NEW_WINDOW 10000
-#define ID_DEF_ROTATE_LEFT_KEY 10001
-#define ID_DEF_ROTATE_RIGHT_KEY 10002
-
-/*----------------------------------------------------------
- Control to get a keycode
- ----------------------------------------------------------*/
-class ScanCodeCtrl : public wxTextCtrl
-{
-public:
- ScanCodeCtrl( wxWindow* parent, wxWindowID id, int code,
- const wxPoint& pos, const wxSize& size );
-
- void OnChar( wxKeyEvent& WXUNUSED(event) )
- {
- // Do nothing
- }
-
- void OnKeyDown(wxKeyEvent& event);
+// ============================================================================
+// implementation
+// ============================================================================
-private:
+// ----------------------------------------------------------------------------
+// MyApp: the application object
+// ----------------------------------------------------------------------------
- // Any class wishing to process wxWidgets events must use this macro
- DECLARE_EVENT_TABLE()
-};
-
-BEGIN_EVENT_TABLE( ScanCodeCtrl, wxTextCtrl )
- EVT_CHAR( ScanCodeCtrl::OnChar )
- EVT_KEY_DOWN( ScanCodeCtrl::OnKeyDown )
-END_EVENT_TABLE()
-
-ScanCodeCtrl::ScanCodeCtrl( wxWindow* parent, wxWindowID id, int code,
- const wxPoint& pos, const wxSize& size )
- : wxTextCtrl( parent, id, wxEmptyString, pos, size )
-{
- SetValue( wxString::Format(wxT("0x%04x"), code) );
-}
-
-void ScanCodeCtrl::OnKeyDown( wxKeyEvent& event )
-{
- SetValue( wxString::Format(wxT("0x%04x"), event.GetKeyCode()) );
-}
-
-/*------------------------------------------------------------------
- Dialog for defining a keypress
--------------------------------------------------------------------*/
+IMPLEMENT_APP(MyApp)
-class ScanCodeDialog : public wxDialog
+bool MyApp::OnInit()
{
-public:
- ScanCodeDialog( wxWindow* parent, wxWindowID id, const int code,
- const wxString &descr, const wxString& title );
- int GetValue();
-
-private:
+ if ( !wxApp::OnInit() )
+ return false;
- ScanCodeCtrl *m_ScanCode;
- wxTextCtrl *m_Description;
-};
+ // Create the main window
+ new MyFrame();
-ScanCodeDialog::ScanCodeDialog( wxWindow* parent, wxWindowID id,
- const int code, const wxString &descr, const wxString& title )
- : wxDialog( parent, id, title, wxDefaultPosition, wxSize(96*2,76*2) )
-{
- new wxStaticText( this, wxID_ANY, _T("Scancode"), wxPoint(4*2,3*2),
- wxSize(31*2,12*2) );
- m_ScanCode = new ScanCodeCtrl( this, wxID_ANY, code, wxPoint(37*2,6*2),
- wxSize(53*2,14*2) );
-
- new wxStaticText( this, wxID_ANY, _T("Description"), wxPoint(4*2,24*2),
- wxSize(32*2,12*2) );
- m_Description = new wxTextCtrl( this, wxID_ANY, descr, wxPoint(37*2,27*2),
- wxSize(53*2,14*2) );
-
- new wxButton( this, wxID_OK, _T("Ok"), wxPoint(20*2,50*2), wxSize(20*2,13*2) );
- new wxButton( this, wxID_CANCEL, _T("Cancel"), wxPoint(44*2,50*2),
- wxSize(25*2,13*2) );
+ return true;
}
-int ScanCodeDialog::GetValue()
+int MyApp::OnExit()
{
- int code;
- wxString buf = m_ScanCode->GetValue();
- wxSscanf( buf.c_str(), _T("%i"), &code );
- return code;
+ delete m_glContext;
+
+ return wxApp::OnExit();
}
-/*----------------------------------------------------------------------
- Utility function to get the elapsed time (in msec) since a given point
- in time (in sec) (because current version of wxGetElapsedTime doesn´t
- works right with glibc-2.1 and linux, at least for me)
------------------------------------------------------------------------*/
-unsigned long wxStopWatch( unsigned long *sec_base )
+void MyApp::SetCurrent(wxGLCanvas *canvas)
{
- unsigned long secs,msec;
-
-#if defined(__WXMSW__)
- struct timeb tb;
- ftime( &tb );
- secs = tb.time;
- msec = tb.millitm;
-#elif defined(__WXMAC__) && !defined(__DARWIN__)
- wxLongLong tl = wxGetLocalTimeMillis();
- secs = (unsigned long) (tl.GetValue() / 1000);
- msec = (unsigned long) (tl.GetValue() - secs*1000);
-#else
- // think every unice has gettimeofday
- struct timeval tv;
- gettimeofday( &tv, (struct timezone *)NULL );
- secs = tv.tv_sec;
- msec = tv.tv_usec/1000;
-#endif
+ wxCHECK_RET( canvas, _T("canvas can't be NULL") );
- if( *sec_base == 0 )
- *sec_base = secs;
+ if ( !m_glContext )
+ m_glContext = new wxGLContext(canvas);
- return( (secs-*sec_base)*1000 + msec );
+ m_glContext->SetCurrent(*canvas);
}
-/*----------------------------------------------------------------
- Implementation of Test-GLCanvas
------------------------------------------------------------------*/
+// ----------------------------------------------------------------------------
+// TestGLCanvas
+// ----------------------------------------------------------------------------
BEGIN_EVENT_TABLE(TestGLCanvas, wxGLCanvas)
EVT_SIZE(TestGLCanvas::OnSize)
EVT_PAINT(TestGLCanvas::OnPaint)
- EVT_ERASE_BACKGROUND(TestGLCanvas::OnEraseBackground)
- EVT_KEY_DOWN( TestGLCanvas::OnKeyDown )
- EVT_KEY_UP( TestGLCanvas::OnKeyUp )
- EVT_ENTER_WINDOW( TestGLCanvas::OnEnterWindow )
+
+ EVT_KEY_DOWN(TestGLCanvas::OnKeyDown)
END_EVENT_TABLE()
-unsigned long TestGLCanvas::m_secbase = 0;
-int TestGLCanvas::m_TimeInitialized = 0;
-unsigned long TestGLCanvas::m_xsynct;
-unsigned long TestGLCanvas::m_gsynct;
+static const int attribs[] = { WX_GL_RGBA, WX_GL_DOUBLEBUFFER, 0 };
-TestGLCanvas::TestGLCanvas(wxWindow *parent, wxWindowID id,
- const wxPoint& pos, const wxSize& size, long style, const wxString& name)
- : wxGLCanvas(parent, (wxGLCanvas*) NULL, id, pos, size, style, name )
+TestGLCanvas::TestGLCanvas(wxWindow *parent)
+ : wxGLCanvas(parent, wxID_ANY, NULL /* attribs */)
{
- m_init = false;
m_gllist = 0;
- m_rleft = WXK_LEFT;
- m_rright = WXK_RIGHT;
-}
-TestGLCanvas::TestGLCanvas(wxWindow *parent, const TestGLCanvas &other,
- wxWindowID id, const wxPoint& pos, const wxSize& size, long style,
- const wxString& name )
- : wxGLCanvas(parent, other.GetContext(), id, pos, size, style, name)
-{
- m_init = false;
- m_gllist = other.m_gllist; // share display list
- m_rleft = WXK_LEFT;
- m_rright = WXK_RIGHT;
-}
-
-TestGLCanvas::~TestGLCanvas()
-{
+ // notice that we can't call InitGL() from here: we must wait until the
+ // window is shown on screen to be able to perform OpenGL calls
}
+// this function is called on each repaint so it should be fast
void TestGLCanvas::Render()
{
- wxPaintDC dc(this);
-
-#ifndef __WXMOTIF__
- if (!GetContext()) return;
-#endif
-
- SetCurrent();
- // Init OpenGL once, but after SetCurrent
- if (!m_init)
- {
- InitGL();
- m_init = true;
- }
-
- glMatrixMode(GL_PROJECTION);
- glLoadIdentity();
- glFrustum(-0.5f, 0.5f, -0.5f, 0.5f, 1.0f, 3.0f);
- glMatrixMode(GL_MODELVIEW);
-
- /* clear color and depth buffers */
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
-
- if( m_gllist == 0 )
- {
- m_gllist = glGenLists( 1 );
- glNewList( m_gllist, GL_COMPILE_AND_EXECUTE );
- /* draw six faces of a cube */
- glBegin(GL_QUADS);
- glNormal3f( 0.0f, 0.0f, 1.0f);
- glVertex3f( 0.5f, 0.5f, 0.5f); glVertex3f(-0.5f, 0.5f, 0.5f);
- glVertex3f(-0.5f,-0.5f, 0.5f); glVertex3f( 0.5f,-0.5f, 0.5f);
-
- glNormal3f( 0.0f, 0.0f,-1.0f);
- glVertex3f(-0.5f,-0.5f,-0.5f); glVertex3f(-0.5f, 0.5f,-0.5f);
- glVertex3f( 0.5f, 0.5f,-0.5f); glVertex3f( 0.5f,-0.5f,-0.5f);
-
- glNormal3f( 0.0f, 1.0f, 0.0f);
- glVertex3f( 0.5f, 0.5f, 0.5f); glVertex3f( 0.5f, 0.5f,-0.5f);
- glVertex3f(-0.5f, 0.5f,-0.5f); glVertex3f(-0.5f, 0.5f, 0.5f);
-
- glNormal3f( 0.0f,-1.0f, 0.0f);
- glVertex3f(-0.5f,-0.5f,-0.5f); glVertex3f( 0.5f,-0.5f,-0.5f);
- glVertex3f( 0.5f,-0.5f, 0.5f); glVertex3f(-0.5f,-0.5f, 0.5f);
-
- glNormal3f( 1.0f, 0.0f, 0.0f);
- glVertex3f( 0.5f, 0.5f, 0.5f); glVertex3f( 0.5f,-0.5f, 0.5f);
- glVertex3f( 0.5f,-0.5f,-0.5f); glVertex3f( 0.5f, 0.5f,-0.5f);
-
- glNormal3f(-1.0f, 0.0f, 0.0f);
- glVertex3f(-0.5f,-0.5f,-0.5f); glVertex3f(-0.5f,-0.5f, 0.5f);
- glVertex3f(-0.5f, 0.5f, 0.5f); glVertex3f(-0.5f, 0.5f,-0.5f);
- glEnd();
-
- glEndList();
- }
- else
- {
- glCallList(m_gllist);
- }
+ glCallList(m_gllist);
glFlush();
SwapBuffers();
}
-void TestGLCanvas::OnEnterWindow( wxMouseEvent& WXUNUSED(event) )
+void TestGLCanvas::OnPaint(wxPaintEvent& WXUNUSED(event))
{
- SetFocus();
-}
+ wxGetApp().SetCurrent(this);
+
+ // initialize if not done yet
+ InitGL();
+
+ wxPaintDC dc(this);
-void TestGLCanvas::OnPaint( wxPaintEvent& WXUNUSED(event) )
-{
Render();
}
void TestGLCanvas::OnSize(wxSizeEvent& event)
{
- // this is also necessary to update the context on some platforms
- wxGLCanvas::OnSize(event);
+ // don't prevent default processing from taking place
+ event.Skip();
+
+ if ( !IsInitialized() )
+ return;
// set GL viewport (not called by wxGLCanvas::OnSize on all platforms...)
int w, h;
GetClientSize(&w, &h);
-#ifndef __WXMOTIF__
- if (GetContext())
-#endif
- {
- SetCurrent();
- glViewport(0, 0, (GLint) w, (GLint) h);
- }
-}
-void TestGLCanvas::OnEraseBackground(wxEraseEvent& WXUNUSED(event))
-{
- // Do nothing, to avoid flashing.
+ wxGetApp().SetCurrent(this);
+ glViewport(0, 0, w, h);
}
void TestGLCanvas::InitGL()
{
- SetCurrent();
+ if ( IsInitialized() )
+ return;
/* set viewing projection */
glMatrixMode(GL_PROJECTION);
+ glLoadIdentity();
glFrustum(-0.5f, 0.5f, -0.5f, 0.5f, 1.0f, 3.0f);
/* position viewer */
glMatrixMode(GL_MODELVIEW);
+ glLoadIdentity();
glTranslatef(0.0f, 0.0f, -2.0f);
/* position object */
glEnable(GL_DEPTH_TEST);
glEnable(GL_LIGHTING);
glEnable(GL_LIGHT0);
-}
-
-GLfloat TestGLCanvas::CalcRotateSpeed( unsigned long acceltime )
-{
- GLfloat t,v;
- t = ((GLfloat)acceltime) / 1000.0f;
+ // create the list of commands to draw the cube: then we can just (quickly)
+ // execute it in Render() later
+ m_gllist = glGenLists(1);
+ glNewList(m_gllist, GL_COMPILE);
- if( t < 0.5f )
- v = t;
- else if( t < 1.0f )
- v = t * (2.0f - t);
- else
- v = 0.75f;
+ /* draw six faces of a cube */
+ glBegin(GL_QUADS);
+ glNormal3f( 0.0f, 0.0f, 1.0f);
+ glVertex3f( 0.5f, 0.5f, 0.5f); glVertex3f(-0.5f, 0.5f, 0.5f);
+ glVertex3f(-0.5f,-0.5f, 0.5f); glVertex3f( 0.5f,-0.5f, 0.5f);
- return(v);
-}
+ glNormal3f( 0.0f, 0.0f,-1.0f);
+ glVertex3f(-0.5f,-0.5f,-0.5f); glVertex3f(-0.5f, 0.5f,-0.5f);
+ glVertex3f( 0.5f, 0.5f,-0.5f); glVertex3f( 0.5f,-0.5f,-0.5f);
-GLfloat TestGLCanvas::CalcRotateAngle( unsigned long lasttime,
- unsigned long acceltime )
-{
- GLfloat t,s1,s2;
+ glNormal3f( 0.0f, 1.0f, 0.0f);
+ glVertex3f( 0.5f, 0.5f, 0.5f); glVertex3f( 0.5f, 0.5f,-0.5f);
+ glVertex3f(-0.5f, 0.5f,-0.5f); glVertex3f(-0.5f, 0.5f, 0.5f);
- t = ((GLfloat)(acceltime - lasttime)) / 1000.0f;
- s1 = CalcRotateSpeed( lasttime );
- s2 = CalcRotateSpeed( acceltime );
+ glNormal3f( 0.0f,-1.0f, 0.0f);
+ glVertex3f(-0.5f,-0.5f,-0.5f); glVertex3f( 0.5f,-0.5f,-0.5f);
+ glVertex3f( 0.5f,-0.5f, 0.5f); glVertex3f(-0.5f,-0.5f, 0.5f);
- return( t * (s1 + s2) * 135.0f );
-}
+ glNormal3f( 1.0f, 0.0f, 0.0f);
+ glVertex3f( 0.5f, 0.5f, 0.5f); glVertex3f( 0.5f,-0.5f, 0.5f);
+ glVertex3f( 0.5f,-0.5f,-0.5f); glVertex3f( 0.5f, 0.5f,-0.5f);
-void TestGLCanvas::Action( long code, unsigned long lasttime,
- unsigned long acceltime )
-{
- GLfloat angle = CalcRotateAngle( lasttime, acceltime );
+ glNormal3f(-1.0f, 0.0f, 0.0f);
+ glVertex3f(-0.5f,-0.5f,-0.5f); glVertex3f(-0.5f,-0.5f, 0.5f);
+ glVertex3f(-0.5f, 0.5f, 0.5f); glVertex3f(-0.5f, 0.5f,-0.5f);
+ glEnd();
- if (code == m_rleft)
- Rotate( angle );
- else if (code == m_rright)
- Rotate( -angle );
+ glEndList();
}
void TestGLCanvas::OnKeyDown( wxKeyEvent& event )
{
- long evkey = event.GetKeyCode();
- if (evkey == 0) return;
-
- if (!m_TimeInitialized)
- {
- m_TimeInitialized = 1;
- m_xsynct = event.m_timeStamp;
- m_gsynct = wxStopWatch(&m_secbase);
-
- m_Key = evkey;
- m_StartTime = 0;
- m_LastTime = 0;
- m_LastRedraw = 0;
- }
+ GLfloat x = 0,
+ y = 0,
+ z = 0;
- unsigned long currTime = event.m_timeStamp - m_xsynct;
+ bool inverse = false;
- if (evkey != m_Key)
+ switch ( event.GetKeyCode() )
{
- m_Key = evkey;
- m_LastRedraw = m_StartTime = m_LastTime = currTime;
+ case WXK_RIGHT:
+ inverse = true;
+ // fall through
+
+ case WXK_LEFT:
+ // rotate around Z axis
+ z = 1;
+ break;
+
+ case WXK_DOWN:
+ inverse = true;
+ // fall through
+
+ case WXK_UP:
+ // rotate around Y axis
+ y = 1;
+ break;
+
+ default:
+ event.Skip();
+ return;
}
- if (currTime >= m_LastRedraw) // Redraw:
- {
- Action( m_Key, m_LastTime-m_StartTime, currTime-m_StartTime );
-
-#if defined(__WXMAC__) && !defined(__DARWIN__)
- m_LastRedraw = currTime; // wxStopWatch() doesn't work on Mac...
-#else
- m_LastRedraw = wxStopWatch(&m_secbase) - m_gsynct;
-#endif
- m_LastTime = currTime;
- }
+ float angle = 5;
+ if ( inverse )
+ angle = -angle;
- event.Skip();
-}
-
-void TestGLCanvas::OnKeyUp( wxKeyEvent& event )
-{
- m_Key = 0;
- m_StartTime = 0;
- m_LastTime = 0;
- m_LastRedraw = 0;
-
- event.Skip();
-}
-
-void TestGLCanvas::Rotate( GLfloat deg )
-{
- SetCurrent();
+ wxGetApp().SetCurrent(this);
glMatrixMode(GL_MODELVIEW);
- glRotatef((GLfloat)deg, 0.0f, 0.0f, 1.0f);
- Refresh(false);
-}
+ glRotatef(angle, x, y, z);
+ // refresh all cubes
+ for ( wxWindowList::const_iterator i = wxTopLevelWindows.begin();
+ i != wxTopLevelWindows.end();
+ ++i )
+ {
+ MyFrame *frame = (MyFrame *)*i;
+ frame->RefreshCanvas();
+ }
+}
-/* -----------------------------------------------------------------------
- Main Window
--------------------------------------------------------------------------*/
+// ----------------------------------------------------------------------------
+// MyFrame: main application window
+// ----------------------------------------------------------------------------
BEGIN_EVENT_TABLE(MyFrame, wxFrame)
- EVT_MENU(wxID_EXIT, MyFrame::OnExit)
- EVT_MENU( ID_NEW_WINDOW, MyFrame::OnNewWindow)
- EVT_MENU( ID_DEF_ROTATE_LEFT_KEY, MyFrame::OnDefRotateLeftKey)
- EVT_MENU( ID_DEF_ROTATE_RIGHT_KEY, MyFrame::OnDefRotateRightKey)
+ EVT_MENU(wxID_NEW, MyFrame::OnNewWindow)
+ EVT_MENU(wxID_CLOSE, MyFrame::OnClose)
END_EVENT_TABLE()
-// My frame constructor
-MyFrame::MyFrame(wxWindow *parent, const wxString& title, const wxPoint& pos,
- const wxSize& size, long style)
- : wxFrame(parent, wxID_ANY, title, pos, size, style)
+MyFrame::MyFrame()
+ : wxFrame(NULL, wxID_ANY, _T("wxWidgets OpenGL Cube Sample"),
+ wxDefaultPosition, wxSize(400, 300))
{
- m_canvas = NULL;
-}
+ m_canvas = new TestGLCanvas(this);
-// Intercept menu commands
-void MyFrame::OnExit( wxCommandEvent& WXUNUSED(event) )
-{
- // true is to force the frame to close
- Close(true);
-}
-
-/*static*/ MyFrame *MyFrame::Create(MyFrame *parentFrame, bool isCloneWindow)
-{
- wxString str = wxT("wxWidgets OpenGL Cube Sample");
- if (isCloneWindow) str += wxT(" - Clone");
-
- MyFrame *frame = new MyFrame(NULL, str, wxDefaultPosition,
- wxSize(400, 300));
-
- // Give it an icon
-#ifdef __WXMSW__
- frame->SetIcon(wxIcon(_T("mondrian")));
-#endif
+ SetIcon(wxICON(sample));
// Make a menubar
- wxMenu *winMenu = new wxMenu;
-
- winMenu->Append(wxID_EXIT, _T("&Close"));
- winMenu->Append(ID_NEW_WINDOW, _T("&New") );
+ wxMenu *menu = new wxMenu;
+ menu->Append(wxID_NEW);
+ menu->AppendSeparator();
+ menu->Append(wxID_CLOSE);
wxMenuBar *menuBar = new wxMenuBar;
- menuBar->Append(winMenu, _T("&Window"));
-
- winMenu = new wxMenu;
- winMenu->Append(ID_DEF_ROTATE_LEFT_KEY, _T("Rotate &left"));
- winMenu->Append(ID_DEF_ROTATE_RIGHT_KEY, _T("Rotate &right"));
- menuBar->Append(winMenu, _T("&Key"));
+ menuBar->Append(menu, _T("&Cube"));
- frame->SetMenuBar(menuBar);
+ SetMenuBar(menuBar);
- if (parentFrame)
- {
- frame->m_canvas = new TestGLCanvas( frame, parentFrame->m_canvas,
- wxID_ANY, wxDefaultPosition, wxDefaultSize );
- }
- else
- {
- frame->m_canvas = new TestGLCanvas(frame, wxID_ANY,
- wxDefaultPosition, wxDefaultSize);
- }
-
- // Show the frame
- frame->Show(true);
-
- return frame;
-}
+ CreateStatusBar();
-void MyFrame::OnNewWindow( wxCommandEvent& WXUNUSED(event) )
-{
- (void) Create(this, true);
+ Show();
}
-void MyFrame::OnDefRotateLeftKey( wxCommandEvent& WXUNUSED(event) )
+void MyFrame::OnClose(wxCommandEvent& WXUNUSED(event))
{
- ScanCodeDialog dial( this, wxID_ANY, m_canvas->m_rleft,
- wxString(_T("Left")), _T("Define key") );
-
- int result = dial.ShowModal();
-
- if( result == wxID_OK )
- m_canvas->m_rleft = dial.GetValue();
+ // true is to force the frame to close
+ Close(true);
}
-void MyFrame::OnDefRotateRightKey( wxCommandEvent& WXUNUSED(event) )
+void MyFrame::OnNewWindow( wxCommandEvent& WXUNUSED(event) )
{
- ScanCodeDialog dial( this, wxID_ANY, m_canvas->m_rright,
- wxString(_T("Right")), _T("Define key") );
-
- int result = dial.ShowModal();
-
- if( result == wxID_OK )
- m_canvas->m_rright = dial.GetValue();
+ (void) new MyFrame();
}
-/*------------------------------------------------------------------
- Application object ( equivalent to main() )
------------------------------------------------------------------- */
-
-IMPLEMENT_APP(MyApp)
-
-bool MyApp::OnInit()
+void MyFrame::RefreshCanvas()
{
- // Create the main frame window
- (void) MyFrame::Create(NULL);
-
- return true;
+ m_canvas->Refresh(false);
}