-/////////////////////////////////////////////////////////////////////////////
+///////////////////////////////////////////////////////////////////////////////
// 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
-/////////////////////////////////////////////////////////////////////////////
+// Licence: wxWindows licence
+///////////////////////////////////////////////////////////////////////////////
-#ifdef __GNUG__
-#pragma implementation
-#pragma interface
-#endif
+// ============================================================================
+// declarations
+// ============================================================================
+
+// ----------------------------------------------------------------------------
+// headers
+// ----------------------------------------------------------------------------
// For compilers that support precompilation, includes "wx.h".
#include "wx/wxprec.h"
#include "wx/wx.h"
#endif
-#include "wx/log.h"
+#if !wxUSE_GLCANVAS
+ #error "OpenGL required: set wxUSE_GLCANVAS to 1 and rebuild the library"
+#endif
#include "cube.h"
-#ifndef __WXMSW__ // for wxStopWatch, see remark below
-#include <sys/time.h>
-#include <sys/unistd.h>
-#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
+// ============================================================================
+// implementation
+// ============================================================================
-/*----------------------------------------------------------
- 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& event ) { } /* do nothing */
- void OnKeyDown(wxKeyEvent& event);
-private:
-// any class wishing to process wxWindows 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()
+// ----------------------------------------------------------------------------
+// MyApp: the application object
+// ----------------------------------------------------------------------------
-ScanCodeCtrl::ScanCodeCtrl( wxWindow* parent, wxWindowID id, int code,
- const wxPoint& pos, const wxSize& size )
- : wxTextCtrl( parent, id, "", pos, size )
-{ wxString buf;
- buf.Printf( "0x%04x", code );
- SetValue( buf );
-}
+IMPLEMENT_APP(MyApp)
-void ScanCodeCtrl::OnKeyDown( wxKeyEvent& event )
-{ wxString buf;
- buf.Printf( "0x%04x", event.KeyCode() );
- SetValue( buf );
-}
+bool MyApp::OnInit()
+{
+ if ( !wxApp::OnInit() )
+ return false;
-/*------------------------------------------------------------------
- Dialog for defining a keypress
--------------------------------------------------------------------*/
+ // Create the main window
+ new MyFrame();
-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, wxPoint(-1, -1), wxSize(96*2,76*2) )
-{
- new wxStaticText( this, -1, "Scancode", wxPoint(4*2,3*2),
- wxSize(31*2,12*2) );
- m_ScanCode = new ScanCodeCtrl( this, -1, code, wxPoint(37*2,6*2),
- wxSize(53*2,14*2) );
-
- new wxStaticText( this, -1, "Description", wxPoint(4*2,24*2),
- wxSize(32*2,12*2) );
- m_Description = new wxTextCtrl( this, -1, descr, wxPoint(37*2,27*2),
- wxSize(53*2,14*2) );
-
- new wxButton( this, wxID_OK, "Ok", wxPoint(20*2,50*2), wxSize(20*2,13*2) );
- new wxButton( this, wxID_CANCEL, "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();
- sscanf( buf.c_str(), "%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;
+ wxCHECK_RET( canvas, _T("canvas can't be NULL") );
-#ifndef __WXMSW__ // think every unice has gettimeofday
- struct timeval tv;
- gettimeofday( &tv, (struct timezone *)NULL );
- secs = tv.tv_sec;
- msec = tv.tv_usec/1000;
-#else
- struct timeb tb;
+ if ( !m_glContext )
+ m_glContext = new wxGLContext(canvas);
- ftime( &tb );
-
- secs = tb.time;
-
- msec = tb.millitm;
-
-#endif
-
- if( *sec_base == 0 )
- *sec_base = secs;
-
- 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_SIZE(TestGLCanvas::OnSize)
+ EVT_PAINT(TestGLCanvas::OnPaint)
+
+ 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;
- }
-
- /* clear color and depth buffers */
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
+ glCallList(m_gllist);
- 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 );
-
- glFlush();
- SwapBuffers();
+ glFlush();
+ SwapBuffers();
}
-void TestGLCanvas::OnEnterWindow( wxMouseEvent& event )
+void TestGLCanvas::OnPaint(wxPaintEvent& WXUNUSED(event))
{
- SetFocus();
-}
+ wxGetApp().SetCurrent(this);
+
+ // initialize if not done yet
+ InitGL();
+
+ wxPaintDC dc(this);
-void TestGLCanvas::OnPaint( wxPaintEvent& event )
-{
Render();
}
void TestGLCanvas::OnSize(wxSizeEvent& event)
{
- int width, height;
- GetClientSize(& width, & height);
+ // don't prevent default processing from taking place
+ event.Skip();
-#ifndef __WXMOTIF__
- if (GetContext())
-#endif
- {
- SetCurrent();
- glViewport(0, 0, width, height);
- }
-}
+ if ( !IsInitialized() )
+ return;
-void TestGLCanvas::OnEraseBackground(wxEraseEvent& event)
-{
- // Do nothing, to avoid flashing.
+ // set GL viewport (not called by wxGLCanvas::OnSize on all platforms...)
+ int w, h;
+ GetClientSize(&w, &h);
+
+ wxGetApp().SetCurrent(this);
+ glViewport(0, 0, w, h);
}
void TestGLCanvas::InitGL()
{
- SetCurrent();
-
+ if ( IsInitialized() )
+ return;
+
/* set viewing projection */
glMatrixMode(GL_PROJECTION);
- glFrustum(-0.5F, 0.5F, -0.5F, 0.5F, 1.0F, 3.0F);
+ glLoadIdentity();
+ glFrustum(-0.5f, 0.5f, -0.5f, 0.5f, 1.0f, 3.0f);
/* position viewer */
glMatrixMode(GL_MODELVIEW);
- glTranslatef(0.0F, 0.0F, -2.0F);
+ glLoadIdentity();
+ glTranslatef(0.0f, 0.0f, -2.0f);
/* position object */
- glRotatef(30.0F, 1.0F, 0.0F, 0.0F);
- glRotatef(30.0F, 0.0F, 1.0F, 0.0F);
+ glRotatef(30.0f, 1.0f, 0.0f, 0.0f);
+ glRotatef(30.0f, 0.0f, 1.0f, 0.0f);
glEnable(GL_DEPTH_TEST);
glEnable(GL_LIGHTING);
glEnable(GL_LIGHT0);
-}
-GLfloat TestGLCanvas::CalcRotateSpeed( unsigned long acceltime )
-{
- GLfloat t,v;
+ // 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);
- t = ((GLfloat)acceltime) / 1000.0f;
+ /* 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);
- if( t < 0.5f )
- v = t;
- else if( t < 1.0f )
- v = t * (2.0f - t);
- else
- v = 0.75f;
+ 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, 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);
-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 );
-
- 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.KeyCode();
- 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;
-
- if (evkey != m_Key)
- {
- m_Key = evkey;
- m_LastRedraw = m_StartTime = m_LastTime = currTime;
- }
+ bool inverse = false;
- if (currTime >= m_LastRedraw) // Redraw:
+ switch ( event.GetKeyCode() )
{
- Action( m_Key, m_LastTime-m_StartTime, currTime-m_StartTime );
-
- m_LastRedraw = wxStopWatch(&m_secbase) - m_gsynct;
- 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;
}
-
- event.Skip();
-}
-void TestGLCanvas::OnKeyUp( wxKeyEvent& event )
-{
- m_Key = 0;
- m_StartTime = 0;
- m_LastTime = 0;
- m_LastRedraw = 0;
-
- event.Skip();
-}
+ float angle = 5;
+ if ( inverse )
+ angle = -angle;
-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(wxFrame *frame, const wxString& title, const wxPoint& pos,
- const wxSize& size, long style)
- : wxFrame(frame, -1, title, pos, size, style)
-{
- m_canvas = NULL;
-}
-
-// Intercept menu commands
-void MyFrame::OnExit(wxCommandEvent& event)
-{
- Destroy();
-}
-
-void MyFrame::OnNewWindow()
+MyFrame::MyFrame()
+ : wxFrame(NULL, wxID_ANY, _T("wxWidgets OpenGL Cube Sample"),
+ wxDefaultPosition, wxSize(400, 300))
{
- MyFrame *frame = new MyFrame(NULL, "Cube OpenGL Demo Clone",
- wxPoint(50, 50), wxSize(400, 300));
- // Give it an icon
-#ifdef wx_msw
- frame->SetIcon(wxIcon("mondrian"));
-#endif
+ m_canvas = new TestGLCanvas(this);
- // Make a menubar
- wxMenu *winMenu = new wxMenu;
+ SetIcon(wxICON(sample));
- winMenu->Append(wxID_EXIT, "&Close");
- winMenu->Append(ID_NEW_WINDOW, "&New" );
- wxMenuBar *menuBar = new wxMenuBar;
- menuBar->Append(winMenu, "&Window");
+ // Make a menubar
+ wxMenu *menu = new wxMenu;
+ menu->Append(wxID_NEW);
+ menu->AppendSeparator();
+ menu->Append(wxID_CLOSE);
+ wxMenuBar *menuBar = new wxMenuBar;
+ menuBar->Append(menu, _T("&Cube"));
- winMenu = new wxMenu;
- winMenu->Append(ID_DEF_ROTATE_LEFT_KEY, "Rotate &left");
- winMenu->Append(ID_DEF_ROTATE_RIGHT_KEY, "Rotate &right");
- menuBar->Append(winMenu, "&Key");
+ SetMenuBar(menuBar);
- frame->SetMenuBar(menuBar);
+ CreateStatusBar();
- frame->m_canvas = new TestGLCanvas( frame, *m_canvas, -1,
- wxPoint(0, 0), wxSize(200, 200) );
-
- // Show the frame
- frame->Show(TRUE);
+ Show();
}
-void MyFrame::OnDefRotateLeftKey()
+void MyFrame::OnClose(wxCommandEvent& WXUNUSED(event))
{
- ScanCodeDialog dial( this, -1, m_canvas->m_rleft,
- wxString("Left"), "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()
+
+void MyFrame::OnNewWindow( wxCommandEvent& WXUNUSED(event) )
{
- ScanCodeDialog dial( this, -1, m_canvas->m_rright,
- wxString("Right"), "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)
+void MyFrame::RefreshCanvas()
{
- wxLog::SetTraceMask(wxTraceMessages);
-
- // Create the main frame window
- MyFrame *frame = new MyFrame(NULL, "Cube OpenGL Demo", wxPoint(50, 50),
- wxSize(400, 300));
- // Give it an icon
-#ifdef wx_msw
- frame->SetIcon(wxIcon("mondrian"));
-#endif
-
- // Make a menubar
- wxMenu *winMenu = new wxMenu;
-
- winMenu->Append(wxID_EXIT, "&Close");
- winMenu->Append(ID_NEW_WINDOW, "&New" );
- wxMenuBar *menuBar = new wxMenuBar;
- menuBar->Append(winMenu, "&Window");
-
- winMenu = new wxMenu;
- winMenu->Append(ID_DEF_ROTATE_LEFT_KEY, "Rotate &left");
- winMenu->Append(ID_DEF_ROTATE_RIGHT_KEY, "Rotate &right");
- menuBar->Append(winMenu, "&Key");
-
- frame->SetMenuBar(menuBar);
-
- frame->m_canvas = new TestGLCanvas(frame, -1, wxPoint(0, 0), wxSize(200, 200));
-
- // Show the frame
- frame->Show(TRUE);
-
- return TRUE;
+ m_canvas->Refresh(false);
}