]> git.saurik.com Git - wxWidgets.git/blobdiff - samples/opengl/cube/cube.cpp
Add support for wxHELP button to wxMessageDialog.
[wxWidgets.git] / samples / opengl / cube / cube.cpp
index 75dde17d4e38004988d7cc07c1cd5ef7229c9351..c4a60b515a32edfae2802131090abc6ac1ddd373 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
-/////////////////////////////////////////////////////////////////////////////
+///////////////////////////////////////////////////////////////////////////////
 
-#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 Please set wxUSE_GLCANVAS to 1 in setup.h.
+    #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
+// ----------------------------------------------------------------------------
+// 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& event ) { } /* do nothing */
-  void OnKeyDown(wxKeyEvent& event);
-private:
-// any class wishing to process wxWindows 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()
-
-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 );
-}
-
-void ScanCodeCtrl::OnKeyDown( wxKeyEvent& event )
-{ wxString buf;
-  buf.Printf( "0x%04x", event.KeyCode() );
-  SetValue( buf );
-}
 
-/*------------------------------------------------------------------
- Dialog for defining a keypress
--------------------------------------------------------------------*/
+// ----------------------------------------------------------------------------
+// helper functions
+// ----------------------------------------------------------------------------
 
-class ScanCodeDialog : public wxDialog
+static void CheckGLError()
 {
-public:
-  ScanCodeDialog( wxWindow* parent, wxWindowID id, const int code,
-                  const wxString &descr, const wxString& title );
-  int GetValue();
-private:
-  ScanCodeCtrl       *m_ScanCode;
-  wxTextCtrl         *m_Description;
-};
+    GLenum errLast = GL_NO_ERROR;
 
-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) );
+    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);
+    }
 }
 
-int ScanCodeDialog::GetValue()
+// function to draw the texture for cube faces
+static wxImage DrawDice(int size, unsigned num)
 {
-  int code;
-  wxString buf = m_ScanCode->GetValue();
-  sscanf( buf.c_str(), "%i", &code );
-  return( code );
-}
+    wxASSERT_MSG( num >= 1 && num <= 6, wxT("invalid dice index") );
 
-/*----------------------------------------------------------------------
-  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 )
-{
-  unsigned long secs,msec;
+    const int dot = size/16;        // radius of a single dot
+    const int gap = 5*size/32;      // gap between dots
 
-#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;
+    wxBitmap bmp(size, size);
+    wxMemoryDC dc;
+    dc.SelectObject(bmp);
+    dc.SetBackground(*wxWHITE_BRUSH);
+    dc.Clear();
+    dc.SetBrush(*wxBLACK_BRUSH);
 
-  ftime( &tb );
+    // 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);
+    }
 
-  secs = tb.time;
+    // draw the central point for odd dices
+    if ( num % 2 )
+    {
+        dc.DrawCircle(size/2, size/2, dot);
+    }
 
-  msec = tb.millitm;
+    // 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);
+    }
 
-#endif
+    // 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);
+    }
 
-  if( *sec_base == 0 )
-    *sec_base = secs;
+    dc.SelectObject(wxNullBitmap);
 
-  return( (secs-*sec_base)*1000 + msec );
+    return bmp.ConvertToImage();
 }
 
-/*----------------------------------------------------------------
-  Implementation of Test-GLCanvas
------------------------------------------------------------------*/
+// ============================================================================
+// implementation
+// ============================================================================
 
-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()
+// ----------------------------------------------------------------------------
+// TestGLContext
+// ----------------------------------------------------------------------------
 
-unsigned long  TestGLCanvas::m_secbase = 0;
-int            TestGLCanvas::m_TimeInitialized = 0;
-unsigned long  TestGLCanvas::m_xsynct;
-unsigned long  TestGLCanvas::m_gsynct;
-
-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 )
+TestGLContext::TestGLContext(wxGLCanvas *canvas)
+             : wxGLContext(canvas)
 {
-    m_init = FALSE;
-    m_gllist = 0;
-    m_rleft = WXK_LEFT;
-    m_rright = WXK_RIGHT;
-}
+    SetCurrent(*canvas);
 
-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;
-}
+    // set up the parameters we want to use
+    glEnable(GL_DEPTH_TEST);
+    glEnable(GL_LIGHTING);
+    glEnable(GL_LIGHT0);
+    glEnable(GL_TEXTURE_2D);
 
-TestGLCanvas::~TestGLCanvas()
-{
-}
+    // 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);
 
-void TestGLCanvas::Render()
-{
-    wxPaintDC dc(this);
+    // set viewing projection
+    glMatrixMode(GL_PROJECTION);
+    glLoadIdentity();
+    glFrustum(-0.5f, 0.5f, -0.5f, 0.5f, 1.0f, 3.0f);
 
-#ifndef __WXMOTIF__
-    if (!GetContext()) return;
-#endif
+    // 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);
 
-    SetCurrent();
-    /* init OpenGL once, but after SetCurrent */
-    if (!m_init)
+    for ( unsigned i = 0; i < WXSIZEOF(m_textures); i++ )
     {
-        InitGL();
-        m_init = TRUE;
+        glBindTexture(GL_TEXTURE_2D, m_textures[i]);
+
+        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);
+
+        const wxImage img(DrawDice(256, i + 1));
+
+        glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
+        glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, img.GetWidth(), img.GetHeight(),
+                     0, GL_RGB, GL_UNSIGNED_BYTE, img.GetData());
     }
 
-    /* clear color and depth buffers */
+    CheckGLError();
+}
+
+void TestGLContext::DrawRotatedCube(float xangle, float yangle)
+{
     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 */
+    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);
-    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);
+        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();
 
-    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);
+    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();
 
-    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[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();
 
-    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[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();
 
-    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);
+    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();
 
-    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);
+    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();
 
-    glEndList();
-  }
-  else
-    glCallList( m_gllist );
+    glFlush();
 
-  glFlush();
-  SwapBuffers();
+    CheckGLError();
 }
 
-void TestGLCanvas::OnEnterWindow( wxMouseEvent& event )
-{
-    SetFocus();
-}
 
-void TestGLCanvas::OnPaint( wxPaintEvent& event )
-{
-    Render();
-}
+// ----------------------------------------------------------------------------
+// MyApp: the application object
+// ----------------------------------------------------------------------------
 
-void TestGLCanvas::OnSize(wxSizeEvent& event)
+IMPLEMENT_APP(MyApp)
+
+bool MyApp::OnInit()
 {
-    int width, height;
-    GetClientSize(& width, & height);
+    if ( !wxApp::OnInit() )
+        return false;
 
-#ifndef __WXMOTIF__
-    if (GetContext())
-#endif
-    {
-        SetCurrent();
-        glViewport(0, 0, width, height);
-    }
-}
+    new MyFrame();
 
-void TestGLCanvas::OnEraseBackground(wxEraseEvent& event)
-{
-  // Do nothing, to avoid flashing.
+    return true;
 }
 
-void TestGLCanvas::InitGL()
+int MyApp::OnExit()
 {
-    SetCurrent();
+    delete m_glContext;
 
-    /* set viewing projection */
-    glMatrixMode(GL_PROJECTION);
-    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);
-
-    /* position object */
-    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);
+    return wxApp::OnExit();
 }
 
-GLfloat TestGLCanvas::CalcRotateSpeed( unsigned long acceltime )
+TestGLContext& MyApp::GetContext(wxGLCanvas *canvas)
 {
-  GLfloat t,v;
-
-  t = ((GLfloat)acceltime) / 1000.0f;
+    if ( !m_glContext )
+    {
+        // 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);
+    }
 
-  if( t < 0.5f )
-    v = t;
-  else if( t < 1.0f )
-    v = t * (2.0f - t);
-  else
-    v = 0.75f;
+    m_glContext->SetCurrent(*canvas);
 
-  return(v);
+    return *m_glContext;
 }
 
-GLfloat TestGLCanvas::CalcRotateAngle( unsigned long lasttime,
-                                  unsigned long acceltime )
-{
-    GLfloat t,s1,s2;
-
-    t = ((GLfloat)(acceltime - lasttime)) / 1000.0f;
-    s1 = CalcRotateSpeed( lasttime );
-    s2 = CalcRotateSpeed( acceltime );
+// ----------------------------------------------------------------------------
+// TestGLCanvas
+// ----------------------------------------------------------------------------
 
-    return( t * (s1 + s2) * 135.0f );
-}
+BEGIN_EVENT_TABLE(TestGLCanvas, wxGLCanvas)
+    EVT_PAINT(TestGLCanvas::OnPaint)
+    EVT_KEY_DOWN(TestGLCanvas::OnKeyDown)
+    EVT_TIMER(SpinTimer, TestGLCanvas::OnSpinTimer)
+END_EVENT_TABLE()
 
-void TestGLCanvas::Action( long code, unsigned long lasttime,
-                           unsigned long acceltime )
+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)
 {
-    GLfloat angle = CalcRotateAngle( lasttime, acceltime );
-
-    if (code == m_rleft)
-        Rotate( angle );
-    else if (code == m_rright)
-            Rotate( -angle );
 }
 
-void TestGLCanvas::OnKeyDown( wxKeyEvent& event )
+void TestGLCanvas::OnPaint(wxPaintEvent& WXUNUSED(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;
-    }
+    // This is required even though dc is not used otherwise.
+    wxPaintDC dc(this);
 
-    unsigned long currTime = event.m_timeStamp - m_xsynct;
+    // 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();
 
-    // we have to test for m_Key != 0 because otherwise the test would be
-    // always true because it is set to 0 in OnKeyUp() below - I don't know
-    // why is it like this, just fixing blindly (VZ)
-    if (evkey != m_Key && m_Key != 0)
-    {
-        m_Key = evkey;
-        m_LastRedraw = m_StartTime = m_LastTime = currTime;
-    }
+    glViewport(0, 0, ClientSize.x, ClientSize.y);
 
-    if (currTime >= m_LastRedraw)      // Redraw:
-    {
-        Action( m_Key, m_LastTime-m_StartTime, currTime-m_StartTime );
+    // Render the graphics and swap the buffers.
+    wxGetApp().GetContext(this).DrawRotatedCube(m_xangle, m_yangle);
+    SwapBuffers();
+}
 
-        m_LastRedraw = wxStopWatch(&m_secbase) - m_gsynct;
-        m_LastTime = currTime;
-    }
+void TestGLCanvas::Spin(float xSpin, float ySpin)
+{
+    m_xangle += xSpin;
+    m_yangle += ySpin;
 
-    event.Skip();
+    Refresh(false);
 }
 
-void TestGLCanvas::OnKeyUp( wxKeyEvent& event )
+void TestGLCanvas::OnKeyDown(wxKeyEvent& event)
 {
-    m_Key = 0;
-    m_StartTime = 0;
-    m_LastTime = 0;
-    m_LastRedraw = 0;
+    float angle = 5.0;
 
-    event.Skip();
+    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;
+    }
 }
 
-void TestGLCanvas::Rotate( GLfloat deg )
+void TestGLCanvas::OnSpinTimer(wxTimerEvent& WXUNUSED(event))
 {
-    SetCurrent();
-
-    glMatrixMode(GL_MODELVIEW);
-    glRotatef((GLfloat)deg, 0.0F, 0.0F, 1.0F);
-    Refresh(FALSE);
+    Spin(0.0, 4.0);
 }
 
 
-/-----------------------------------------------------------------------
-  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)
+MyFrame::MyFrame()
+       : wxFrame(NULL, wxID_ANY, wxT("wxWidgets OpenGL Cube Sample"))
 {
-    m_canvas = NULL;
-}
-
-// Intercept menu commands
-void MyFrame::OnExit(wxCommandEvent& event)
-{
-    Destroy();
-}
-
-void MyFrame::OnNewWindow()
-{
-  MyFrame *frame = new MyFrame(NULL, "Cube OpenGL Demo Clone",
-                               wxPoint(50, 50), wxSize(400, 300));
-  // Give it an icon
-#ifdef __WXMSW__
-  frame->SetIcon(wxIcon("mondrian"));
-#endif
+    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, wxT("&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) );
+    SetClientSize(400, 400);
+    Show();
 
-  // Show the frame
-  frame->Show(TRUE);
+    // 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::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();
-}
-void MyFrame::OnDefRotateRightKey()
-{
-  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();
+    // true is to force the frame to close
+    Close(true);
 }
 
-/*------------------------------------------------------------------
-  Application object ( equivalent to main() )
------------------------------------------------------------------- */
-
-IMPLEMENT_APP(MyApp)
-
-bool MyApp::OnInit(void)
+void MyFrame::OnNewWindow( wxCommandEvent& WXUNUSED(event) )
 {
-  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;
+    new MyFrame();
 }
+