]> git.saurik.com Git - wxWidgets.git/blobdiff - samples/opengl/cube/cube.cpp
Czech translations update from Zbynek Schwarz.
[wxWidgets.git] / samples / opengl / cube / cube.cpp
index 66bac043e0ea2b2e13dcd9b2f55af4e062ce70ad..17318f6f4fe332a1c14ca21e4df3263d4cad5547 100644 (file)
@@ -1,18 +1,21 @@
-/////////////////////////////////////////////////////////////////////////////
+///////////////////////////////////////////////////////////////////////////////
 // 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"
 #endif
 
 #include "cube.h"
-#include "../../sample.xpm"
-
-#ifndef __WXMSW__     // for StopWatch, 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
+// ----------------------------------------------------------------------------
+// constants
+// ----------------------------------------------------------------------------
 
-/*----------------------------------------------------------
-  Control to get a keycode
-  ----------------------------------------------------------*/
-class ScanCodeCtrl : public wxTextCtrl
+// control ids
+enum
 {
-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);
-
-private:
-
-    // Any class wishing to process wxWidgets events must use this macro
-    DECLARE_EVENT_TABLE()
+    SpinTimer = wxID_HIGHEST + 1
 };
 
-BEGIN_EVENT_TABLE( ScanCodeCtrl, wxTextCtrl )
-    EVT_CHAR( ScanCodeCtrl::OnChar )
-    EVT_KEY_DOWN( ScanCodeCtrl::OnKeyDown )
-END_EVENT_TABLE()
+// ----------------------------------------------------------------------------
+// helper functions
+// ----------------------------------------------------------------------------
 
-ScanCodeCtrl::ScanCodeCtrl( wxWindow* parent, wxWindowID id, int code,
-    const wxPoint& pos, const wxSize& size )
-    : wxTextCtrl( parent, id, wxEmptyString, pos, size )
+static void CheckGLError()
 {
-    SetValue( wxString::Format(wxT("0x%04x"), code) );
-}
+    GLenum errLast = GL_NO_ERROR;
 
-void ScanCodeCtrl::OnKeyDown( wxKeyEvent& event )
-{
-    SetValue( wxString::Format(wxT("0x%04x"), event.GetKeyCode()) );
+    for ( ;; )
+    {
+        GLenum err = glGetError();
+        if ( err == GL_NO_ERROR )
+            return;
+
+        // normally the error is reset by the call to glGetError() but if
+        // glGetError() itself returns an error, we risk looping forever here
+        // so check that we get a different error than the last time
+        if ( err == errLast )
+        {
+            wxLogError(wxT("OpenGL error state couldn't be reset."));
+            return;
+        }
+
+        errLast = err;
+
+        wxLogError(wxT("OpenGL error %d"), err);
+    }
 }
 
-/*------------------------------------------------------------------
- Dialog for defining a keypress
--------------------------------------------------------------------*/
-
-class ScanCodeDialog : public wxDialog
-{
-public:
-    ScanCodeDialog( wxWindow* parent, wxWindowID id, const int code,
-        const wxString &descr, const wxString& title );
-    int GetValue();
-
-private:
-
-    ScanCodeCtrl       *m_ScanCode;
-    wxTextCtrl         *m_Description;
-};
-
-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) )
+// function to draw the texture for cube faces
+static wxImage DrawDice(int size, unsigned num)
 {
-    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) );
-}
+    wxASSERT_MSG( num >= 1 && num <= 6, wxT("invalid dice index") );
 
-int ScanCodeDialog::GetValue()
-{
-    int code;
-    wxString buf = m_ScanCode->GetValue();
-    wxSscanf( buf.c_str(), _T("%i"), &code );
-    return code;
-}
+    const int dot = size/16;        // radius of a single dot
+    const int gap = 5*size/32;      // gap between dots
 
-/*----------------------------------------------------------------------
-  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 StopWatch( unsigned long *sec_base )
-{
-  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
+    wxBitmap bmp(size, size);
+    wxMemoryDC dc;
+    dc.SelectObject(bmp);
+    dc.SetBackground(*wxWHITE_BRUSH);
+    dc.Clear();
+    dc.SetBrush(*wxBLACK_BRUSH);
 
-  if( *sec_base == 0 )
-    *sec_base = secs;
+    // the upper left and lower right points
+    if ( num != 1 )
+    {
+        dc.DrawCircle(gap + dot, gap + dot, dot);
+        dc.DrawCircle(size - gap - dot, size - gap - dot, dot);
+    }
 
-  return( (secs-*sec_base)*1000 + msec );
-}
+    // draw the central point for odd dices
+    if ( num % 2 )
+    {
+        dc.DrawCircle(size/2, size/2, dot);
+    }
 
-/*----------------------------------------------------------------
-  Implementation of Test-GLCanvas
------------------------------------------------------------------*/
+    // the upper right and lower left points
+    if ( num > 3 )
+    {
+        dc.DrawCircle(size - gap - dot, gap + dot, dot);
+        dc.DrawCircle(gap + dot, size - gap - dot, dot);
+    }
 
-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 )
-END_EVENT_TABLE()
+    // finally those 2 are only for the last dice
+    if ( num == 6 )
+    {
+        dc.DrawCircle(gap + dot, size/2, dot);
+        dc.DrawCircle(size - gap - dot, size/2, dot);
+    }
 
-unsigned long  TestGLCanvas::m_secbase = 0;
-int            TestGLCanvas::m_TimeInitialized = 0;
-unsigned long  TestGLCanvas::m_xsynct;
-unsigned long  TestGLCanvas::m_gsynct;
+    dc.SelectObject(wxNullBitmap);
 
-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|wxFULL_REPAINT_ON_RESIZE , name )
-{
-    m_init = false;
-    m_gllist = 0;
-    m_rleft = WXK_LEFT;
-    m_rright = WXK_RIGHT;
+    return bmp.ConvertToImage();
 }
 
-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|wxFULL_REPAINT_ON_RESIZE , name)
-{
-    m_init = false;
-    m_gllist = other->m_gllist; // share display list
-    m_rleft = WXK_LEFT;
-    m_rright = WXK_RIGHT;
-}
+// ============================================================================
+// implementation
+// ============================================================================
 
-TestGLCanvas::~TestGLCanvas()
-{
-}
+// ----------------------------------------------------------------------------
+// TestGLContext
+// ----------------------------------------------------------------------------
 
-void TestGLCanvas::Render()
+TestGLContext::TestGLContext(wxGLCanvas *canvas)
+             : wxGLContext(canvas)
 {
-    wxPaintDC dc(this);
+    SetCurrent(*canvas);
 
-#ifndef __WXMOTIF__
-    if (!GetContext()) return;
-#endif
+    // set up the parameters we want to use
+    glEnable(GL_DEPTH_TEST);
+    glEnable(GL_LIGHTING);
+    glEnable(GL_LIGHT0);
+    glEnable(GL_TEXTURE_2D);
 
-    SetCurrent();
-    // Init OpenGL once, but after SetCurrent
-    if (!m_init)
-    {
-        InitGL();
-        m_init = true;
-    }
+    // add slightly more light, the default lighting is rather dark
+    GLfloat ambient[] = { 0.5, 0.5, 0.5, 0.5 };
+    glLightfv(GL_LIGHT0, GL_AMBIENT, ambient);
 
+    // set viewing projection
     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);
+    // create the textures to use for cube sides: they will be reused by all
+    // canvases (which is probably not critical in the case of simple textures
+    // we use here but could be really important for a real application where
+    // each texture could take many megabytes)
+    glGenTextures(WXSIZEOF(m_textures), m_textures);
 
-    if( m_gllist == 0 )
+    for ( unsigned i = 0; i < WXSIZEOF(m_textures); i++ )
     {
-        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);
+        glBindTexture(GL_TEXTURE_2D, m_textures[i]);
 
-        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);
+        glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
+        glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP);
+        glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP);
+        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
+        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
 
-        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();
+        const wxImage img(DrawDice(256, i + 1));
 
-        glEndList();
+        glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
+        glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, img.GetWidth(), img.GetHeight(),
+                     0, GL_RGB, GL_UNSIGNED_BYTE, img.GetData());
     }
-    else
-    {
-        glCallList(m_gllist);
-    }
-
-    glFlush();
-    SwapBuffers();
-}
 
-void TestGLCanvas::OnEnterWindow( wxMouseEvent& WXUNUSED(event) )
-{
-    SetFocus();
-}
-
-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);
-
-    // 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.
+    CheckGLError();
 }
 
-void TestGLCanvas::InitGL()
+void TestGLContext::DrawRotatedCube(float xangle, float yangle)
 {
-    SetCurrent();
-
-    /* set viewing projection */
-    glMatrixMode(GL_PROJECTION);
-    glFrustum(-0.5f, 0.5f, -0.5f, 0.5f, 1.0f, 3.0f);
+    glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
 
-    /* position viewer */
     glMatrixMode(GL_MODELVIEW);
+    glLoadIdentity();
     glTranslatef(0.0f, 0.0f, -2.0f);
+    glRotatef(xangle, 1.0f, 0.0f, 0.0f);
+    glRotatef(yangle, 0.0f, 1.0f, 0.0f);
+
+    // draw six faces of a cube of size 1 centered at (0, 0, 0)
+    glBindTexture(GL_TEXTURE_2D, m_textures[0]);
+    glBegin(GL_QUADS);
+        glNormal3f( 0.0f, 0.0f, 1.0f);
+        glTexCoord2f(0, 0); glVertex3f( 0.5f, 0.5f, 0.5f);
+        glTexCoord2f(1, 0); glVertex3f(-0.5f, 0.5f, 0.5f);
+        glTexCoord2f(1, 1); glVertex3f(-0.5f,-0.5f, 0.5f);
+        glTexCoord2f(0, 1); glVertex3f( 0.5f,-0.5f, 0.5f);
+    glEnd();
+
+    glBindTexture(GL_TEXTURE_2D, m_textures[1]);
+    glBegin(GL_QUADS);
+        glNormal3f( 0.0f, 0.0f,-1.0f);
+        glTexCoord2f(0, 0); glVertex3f(-0.5f,-0.5f,-0.5f);
+        glTexCoord2f(1, 0); glVertex3f(-0.5f, 0.5f,-0.5f);
+        glTexCoord2f(1, 1); glVertex3f( 0.5f, 0.5f,-0.5f);
+        glTexCoord2f(0, 1); glVertex3f( 0.5f,-0.5f,-0.5f);
+    glEnd();
+
+    glBindTexture(GL_TEXTURE_2D, m_textures[2]);
+    glBegin(GL_QUADS);
+        glNormal3f( 0.0f, 1.0f, 0.0f);
+        glTexCoord2f(0, 0); glVertex3f( 0.5f, 0.5f, 0.5f);
+        glTexCoord2f(1, 0); glVertex3f( 0.5f, 0.5f,-0.5f);
+        glTexCoord2f(1, 1); glVertex3f(-0.5f, 0.5f,-0.5f);
+        glTexCoord2f(0, 1); glVertex3f(-0.5f, 0.5f, 0.5f);
+    glEnd();
+
+    glBindTexture(GL_TEXTURE_2D, m_textures[3]);
+    glBegin(GL_QUADS);
+        glNormal3f( 0.0f,-1.0f, 0.0f);
+        glTexCoord2f(0, 0); glVertex3f(-0.5f,-0.5f,-0.5f);
+        glTexCoord2f(1, 0); glVertex3f( 0.5f,-0.5f,-0.5f);
+        glTexCoord2f(1, 1); glVertex3f( 0.5f,-0.5f, 0.5f);
+        glTexCoord2f(0, 1); glVertex3f(-0.5f,-0.5f, 0.5f);
+    glEnd();
+
+    glBindTexture(GL_TEXTURE_2D, m_textures[4]);
+    glBegin(GL_QUADS);
+        glNormal3f( 1.0f, 0.0f, 0.0f);
+        glTexCoord2f(0, 0); glVertex3f( 0.5f, 0.5f, 0.5f);
+        glTexCoord2f(1, 0); glVertex3f( 0.5f,-0.5f, 0.5f);
+        glTexCoord2f(1, 1); glVertex3f( 0.5f,-0.5f,-0.5f);
+        glTexCoord2f(0, 1); glVertex3f( 0.5f, 0.5f,-0.5f);
+    glEnd();
+
+    glBindTexture(GL_TEXTURE_2D, m_textures[5]);
+    glBegin(GL_QUADS);
+        glNormal3f(-1.0f, 0.0f, 0.0f);
+        glTexCoord2f(0, 0); glVertex3f(-0.5f,-0.5f,-0.5f);
+        glTexCoord2f(1, 0); glVertex3f(-0.5f,-0.5f, 0.5f);
+        glTexCoord2f(1, 1); glVertex3f(-0.5f, 0.5f, 0.5f);
+        glTexCoord2f(0, 1); glVertex3f(-0.5f, 0.5f,-0.5f);
+    glEnd();
 
-    /* position object */
-    glRotatef(30.0f, 1.0f, 0.0f, 0.0f);
-    glRotatef(30.0f, 0.0f, 1.0f, 0.0f);
+    glFlush();
 
-    glEnable(GL_DEPTH_TEST);
-    glEnable(GL_LIGHTING);
-    glEnable(GL_LIGHT0);
+    CheckGLError();
 }
 
-GLfloat TestGLCanvas::CalcRotateSpeed( unsigned long acceltime )
-{
-  GLfloat t,v;
-
-  t = ((GLfloat)acceltime) / 1000.0f;
 
-  if( t < 0.5f )
-    v = t;
-  else if( t < 1.0f )
-    v = t * (2.0f - t);
-  else
-    v = 0.75f;
+// ----------------------------------------------------------------------------
+// MyApp: the application object
+// ----------------------------------------------------------------------------
 
-  return(v);
-}
+IMPLEMENT_APP(MyApp)
 
-GLfloat TestGLCanvas::CalcRotateAngle( unsigned long lasttime,
-                                  unsigned long acceltime )
+bool MyApp::OnInit()
 {
-    GLfloat t,s1,s2;
+    if ( !wxApp::OnInit() )
+        return false;
 
-    t = ((GLfloat)(acceltime - lasttime)) / 1000.0f;
-    s1 = CalcRotateSpeed( lasttime );
-    s2 = CalcRotateSpeed( acceltime );
+    new MyFrame();
 
-    return( t * (s1 + s2) * 135.0f );
+    return true;
 }
 
-void TestGLCanvas::Action( long code, unsigned long lasttime,
-                           unsigned long acceltime )
+int MyApp::OnExit()
 {
-    GLfloat angle = CalcRotateAngle( lasttime, acceltime );
+    delete m_glContext;
 
-    if (code == m_rleft)
-        Rotate( angle );
-    else if (code == m_rright)
-            Rotate( -angle );
+    return wxApp::OnExit();
 }
 
-void TestGLCanvas::OnKeyDown( wxKeyEvent& event )
+TestGLContext& MyApp::GetContext(wxGLCanvas *canvas)
 {
-    long evkey = event.GetKeyCode();
-    if (evkey == 0) return;
-
-    if (!m_TimeInitialized)
+    if ( !m_glContext )
     {
-        m_TimeInitialized = 1;
-        m_xsynct = event.GetTimestamp();
-        m_gsynct = StopWatch(&m_secbase);
-
-        m_Key = evkey;
-        m_StartTime = 0;
-        m_LastTime = 0;
-        m_LastRedraw = 0;
+        // Create the OpenGL context for the first window which needs it:
+        // subsequently created windows will all share the same context.
+        m_glContext = new TestGLContext(canvas);
     }
 
-    unsigned long currTime = event.GetTimestamp() - m_xsynct;
+    m_glContext->SetCurrent(*canvas);
 
-    if (evkey != m_Key)
-    {
-        m_Key = evkey;
-        m_LastRedraw = m_StartTime = m_LastTime = currTime;
-    }
+    return *m_glContext;
+}
 
-    if (currTime >= m_LastRedraw)      // Redraw:
-    {
-        Action( m_Key, m_LastTime-m_StartTime, currTime-m_StartTime );
+// ----------------------------------------------------------------------------
+// TestGLCanvas
+// ----------------------------------------------------------------------------
 
-#if defined(__WXMAC__) && !defined(__DARWIN__)
-        m_LastRedraw = currTime;    // StopWatch() doesn't work on Mac...
-#else
-        m_LastRedraw = StopWatch(&m_secbase) - m_gsynct;
-#endif
-        m_LastTime = currTime;
-    }
+BEGIN_EVENT_TABLE(TestGLCanvas, wxGLCanvas)
+    EVT_PAINT(TestGLCanvas::OnPaint)
+    EVT_KEY_DOWN(TestGLCanvas::OnKeyDown)
+    EVT_TIMER(SpinTimer, TestGLCanvas::OnSpinTimer)
+END_EVENT_TABLE()
 
-    event.Skip();
+TestGLCanvas::TestGLCanvas(wxWindow *parent)
+    // With perspective OpenGL graphics, the wxFULL_REPAINT_ON_RESIZE style
+    // flag should always be set, because even making the canvas smaller should
+    // be followed by a paint event that updates the entire canvas with new
+    // viewport settings.
+    : wxGLCanvas(parent, wxID_ANY, NULL /* attribs */,
+                 wxDefaultPosition, wxDefaultSize,
+                 wxFULL_REPAINT_ON_RESIZE),
+      m_xangle(30.0),
+      m_yangle(30.0),
+      m_spinTimer(this,SpinTimer)
+{
 }
 
-void TestGLCanvas::OnKeyUp( wxKeyEvent& event )
+void TestGLCanvas::OnPaint(wxPaintEvent& WXUNUSED(event))
 {
-    m_Key = 0;
-    m_StartTime = 0;
-    m_LastTime = 0;
-    m_LastRedraw = 0;
+    // This is required even though dc is not used otherwise.
+    wxPaintDC dc(this);
+
+    // Set the OpenGL viewport according to the client size of this canvas.
+    // This is done here rather than in a wxSizeEvent handler because our
+    // OpenGL rendering context (and thus viewport setting) is used with
+    // multiple canvases: If we updated the viewport in the wxSizeEvent
+    // handler, changing the size of one canvas causes a viewport setting that
+    // is wrong when next another canvas is repainted.
+    const wxSize ClientSize = GetClientSize();
 
-    event.Skip();
+    TestGLContext& canvas = wxGetApp().GetContext(this);
+    glViewport(0, 0, ClientSize.x, ClientSize.y);
+
+    // Render the graphics and swap the buffers.
+    canvas.DrawRotatedCube(m_xangle, m_yangle);
+    SwapBuffers();
 }
 
-void TestGLCanvas::Rotate( GLfloat deg )
+void TestGLCanvas::Spin(float xSpin, float ySpin)
 {
-    SetCurrent();
+    m_xangle += xSpin;
+    m_yangle += ySpin;
 
-    glMatrixMode(GL_MODELVIEW);
-    glRotatef((GLfloat)deg, 0.0f, 0.0f, 1.0f);
     Refresh(false);
 }
 
-
-/* -----------------------------------------------------------------------
-  Main 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)
-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)
+void TestGLCanvas::OnKeyDown(wxKeyEvent& event)
 {
-    m_canvas = NULL;
-    SetIcon(wxIcon(sample_xpm));
+    float angle = 5.0;
+
+    switch ( event.GetKeyCode() )
+    {
+        case WXK_RIGHT:
+            Spin( 0.0, -angle );
+            break;
+
+        case WXK_LEFT:
+            Spin( 0.0, angle );
+            break;
+
+        case WXK_DOWN:
+            Spin( -angle, 0.0 );
+            break;
+
+        case WXK_UP:
+            Spin( angle, 0.0 );
+            break;
+
+        case WXK_SPACE:
+            if ( m_spinTimer.IsRunning() )
+                m_spinTimer.Stop();
+            else
+                m_spinTimer.Start( 25 );
+            break;
+
+        default:
+            event.Skip();
+            return;
+    }
 }
 
-// Intercept menu commands
-void MyFrame::OnExit( wxCommandEvent& WXUNUSED(event) )
+void TestGLCanvas::OnSpinTimer(wxTimerEvent& WXUNUSED(event))
 {
-    // true is to force the frame to close
-    Close(true);
+    Spin(0.0, 4.0);
 }
 
-/*static*/ MyFrame *MyFrame::Create(MyFrame *parentFrame, bool isCloneWindow)
+
+// ----------------------------------------------------------------------------
+// MyFrame: main application window
+// ----------------------------------------------------------------------------
+
+BEGIN_EVENT_TABLE(MyFrame, wxFrame)
+    EVT_MENU(wxID_NEW, MyFrame::OnNewWindow)
+    EVT_MENU(wxID_CLOSE, MyFrame::OnClose)
+END_EVENT_TABLE()
+
+MyFrame::MyFrame()
+       : wxFrame(NULL, wxID_ANY, wxT("wxWidgets OpenGL Cube Sample"))
 {
-    wxString str = wxT("wxWidgets OpenGL Cube Sample");
-    if (isCloneWindow) str += wxT(" - Clone");
+    new TestGLCanvas(this);
 
-    MyFrame *frame = new MyFrame(NULL, str, wxDefaultPosition,
-        wxSize(400, 300));
+    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"));
+    menuBar->Append(menu, wxT("&Cube"));
 
-    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"));
+    SetMenuBar(menuBar);
 
-    frame->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);
-    }
+    CreateStatusBar();
 
-    // Show the frame
-    frame->Show(true);
+    SetClientSize(400, 400);
+    Show();
 
-    return frame;
+    // test IsDisplaySupported() function:
+    static const int attribs[] = { WX_GL_RGBA, WX_GL_DOUBLEBUFFER, 0 };
+    wxLogStatus("Double-buffered display %s supported",
+                wxGLCanvas::IsDisplaySupported(attribs) ? "is" : "not");
 }
 
-void MyFrame::OnNewWindow( wxCommandEvent& WXUNUSED(event) )
+void MyFrame::OnClose(wxCommandEvent& WXUNUSED(event))
 {
-    (void) Create(this, true);
+    // true is to force the frame to close
+    Close(true);
 }
 
-void MyFrame::OnDefRotateLeftKey( wxCommandEvent& WXUNUSED(event) )
+void MyFrame::OnNewWindow( 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();
+    new MyFrame();
 }
 
-void MyFrame::OnDefRotateRightKey( 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();
-}
-
-/*------------------------------------------------------------------
-  Application object ( equivalent to main() )
------------------------------------------------------------------- */
-
-IMPLEMENT_APP(MyApp)
-
-bool MyApp::OnInit()
-{
-    // Create the main frame window
-    (void) MyFrame::Create(NULL);
-
-    return true;
-}