222 lines
7.3 KiB
C++
222 lines
7.3 KiB
C++
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#include <iostream>
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#include <utility>
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#include <memory>
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#include <vector>
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// For compilers that support precompilation, includes "wx/wx.h".
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#include <wx/wxprec.h>
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#ifndef WX_PRECOMP
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#include <wx/wx.h>
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#endif
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#include <wx/tglbtn.h>
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#include <wx/combobox.h>
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#include <wx/msgdlg.h>
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#include <wx/glcanvas.h>
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#include <wx/notebook.h>
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class Renderer {
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protected:
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wxGLCanvas *m_canvas;
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std::unique_ptr<wxGLContext> m_context;
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public:
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Renderer(wxGLCanvas *c): m_canvas{c} {
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m_context = std::make_unique<wxGLContext>(m_canvas);
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}
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wxGLContext * context() { return m_context.get(); }
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const wxGLContext * context() const { return m_context.get(); }
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void set_active()
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{
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m_canvas->SetCurrent(*m_context);
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// Set the current clear color to sky blue and the current drawing color to
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// white.
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glClearColor(0.1, 0.39, 0.88, 1.0);
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glColor3f(1.0, 1.0, 1.0);
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// Tell the rendering engine not to draw backfaces. Without this code,
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// all four faces of the tetrahedron would be drawn and it is possible
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// that faces farther away could be drawn after nearer to the viewer.
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// Since there is only one closed polyhedron in the whole scene,
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// eliminating the drawing of backfaces gives us the realism we need.
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// THIS DOES NOT WORK IN GENERAL.
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glEnable(GL_CULL_FACE);
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glCullFace(GL_BACK);
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// Set the camera lens so that we have a perspective viewing volume whose
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// horizontal bounds at the near clipping plane are -2..2 and vertical
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// bounds are -1.5..1.5. The near clipping plane is 1 unit from the camera
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// and the far clipping plane is 40 units away.
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glMatrixMode(GL_PROJECTION);
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glLoadIdentity();
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glFrustum(-2, 2, -1.5, 1.5, 1, 40);
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// Set up transforms so that the tetrahedron which is defined right at
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// the origin will be rotated and moved into the view volume. First we
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// rotate 70 degrees around y so we can see a lot of the left side.
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// Then we rotate 50 degrees around x to "drop" the top of the pyramid
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// down a bit. Then we move the object back 3 units "into the screen".
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glMatrixMode(GL_MODELVIEW);
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glLoadIdentity();
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glTranslatef(0, 0, -3);
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glRotatef(50, 1, 0, 0);
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glRotatef(70, 0, 1, 0);
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}
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void draw_scene(long w, long h)
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{
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glViewport(0, 0, GLsizei(w), GLsizei(h));
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glClear(GL_COLOR_BUFFER_BIT);
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// Draw a white grid "floor" for the tetrahedron to sit on.
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glColor3f(1.0, 1.0, 1.0);
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glBegin(GL_LINES);
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for (GLfloat i = -2.5; i <= 2.5; i += 0.25) {
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glVertex3f(i, 0, 2.5); glVertex3f(i, 0, -2.5);
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glVertex3f(2.5, 0, i); glVertex3f(-2.5, 0, i);
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}
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glEnd();
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// Draw the tetrahedron. It is a four sided figure, so when defining it
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// with a triangle strip we have to repeat the last two vertices.
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glBegin(GL_TRIANGLE_STRIP);
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glColor3f(1, 1, 1); glVertex3f(0, 2, 0);
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glColor3f(1, 0, 0); glVertex3f(-1, 0, 1);
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glColor3f(0, 1, 0); glVertex3f(1, 0, 1);
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glColor3f(0, 0, 1); glVertex3f(0, 0, -1.4);
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glColor3f(1, 1, 1); glVertex3f(0, 2, 0);
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glColor3f(1, 0, 0); glVertex3f(-1, 0, 1);
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glEnd();
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glFlush();
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}
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void swap_buffers() { m_canvas->SwapBuffers(); }
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};
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// The top level frame of the application.
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class MyFrame: public wxFrame
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{
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wxGLCanvas *m_canvas;
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std::unique_ptr<Renderer> m_renderer;
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public:
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MyFrame(const wxString & title,
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const wxPoint & pos,
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const wxSize & size);
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wxGLCanvas * canvas() { return m_canvas; }
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const wxGLCanvas * canvas() const { return m_canvas; }
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};
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class App : public wxApp {
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MyFrame *m_frame = nullptr;
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wxString m_fname;
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public:
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bool OnInit() override {
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m_frame = new MyFrame("Wayland wxNotebook issue", wxDefaultPosition, wxSize(1024, 768));
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m_frame->Show( true );
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return true;
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}
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};
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wxIMPLEMENT_APP(App);
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MyFrame::MyFrame(const wxString &title, const wxPoint &pos, const wxSize &size):
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wxFrame(nullptr, wxID_ANY, title, pos, size)
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{
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wxMenu *menuFile = new wxMenu;
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menuFile->Append(wxID_OPEN);
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menuFile->Append(wxID_EXIT);
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wxMenuBar *menuBar = new wxMenuBar;
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menuBar->Append( menuFile, "&File" );
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SetMenuBar( menuBar );
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auto notebookpanel = new wxPanel(this);
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auto notebook = new wxNotebook(notebookpanel, wxID_ANY);
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auto maintab = new wxPanel(notebook);
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m_canvas = new wxGLCanvas(maintab,
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wxID_ANY,
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nullptr,
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wxDefaultPosition,
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wxDefaultSize,
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wxWANTS_CHARS | wxFULL_REPAINT_ON_RESIZE);
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m_renderer = std::make_unique<Renderer>(m_canvas);
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wxPanel *control_panel = new wxPanel(maintab);
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auto controlsizer = new wxBoxSizer(wxHORIZONTAL);
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auto console_sizer = new wxBoxSizer(wxVERTICAL);
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std::vector<wxString> combolist = {"One", "Two", "Three"};
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auto combobox = new wxComboBox(control_panel, wxID_ANY, combolist[0],
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wxDefaultPosition, wxDefaultSize,
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int(combolist.size()), combolist.data());
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auto sz = new wxBoxSizer(wxHORIZONTAL);
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sz->Add(new wxStaticText(control_panel, wxID_ANY, "Choose number"), 0,
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wxALL | wxALIGN_CENTER, 5);
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sz->Add(combobox, 1, wxALL | wxEXPAND, 5);
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console_sizer->Add(sz, 0, wxEXPAND);
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auto btn1 = new wxToggleButton(control_panel, wxID_ANY, "Button1");
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console_sizer->Add(btn1, 0, wxALL | wxEXPAND, 5);
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auto btn2 = new wxToggleButton(control_panel, wxID_ANY, "Button2");
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btn2->SetValue(true);
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console_sizer->Add(btn2, 0, wxALL | wxEXPAND, 5);
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controlsizer->Add(console_sizer, 1, wxEXPAND);
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control_panel->SetSizer(controlsizer);
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auto maintab_sizer = new wxBoxSizer(wxHORIZONTAL);
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maintab_sizer->Add(m_canvas, 1, wxEXPAND);
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maintab_sizer->Add(control_panel, 0);
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maintab->SetSizer(maintab_sizer);
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notebook->AddPage(maintab, "Main");
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wxTextCtrl* textCtrl1 = new wxTextCtrl(notebook, wxID_ANY, L"Tab 2 Contents");
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notebook->AddPage(textCtrl1, "Dummy");
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auto notebooksizer = new wxBoxSizer(wxHORIZONTAL);
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notebooksizer->Add(notebook, 1, wxEXPAND);
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notebookpanel->SetSizer(notebooksizer);
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auto topsizer = new wxBoxSizer(wxHORIZONTAL);
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topsizer->Add(notebookpanel, 1, wxEXPAND);
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SetSizer(topsizer);
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SetMinSize(size);
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Bind(wxEVT_MENU, [this](wxCommandEvent &) {
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wxFileDialog dlg(this, "Select file", wxEmptyString,
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wxEmptyString, "*.*", wxFD_OPEN|wxFD_FILE_MUST_EXIST);
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dlg.ShowModal();
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}, wxID_OPEN);
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Bind(wxEVT_MENU, [this](wxCommandEvent &) {
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Close();
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}, wxID_EXIT);
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Bind(wxEVT_SHOW, [this](wxShowEvent &) {
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m_renderer->set_active();
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m_canvas->Bind(wxEVT_PAINT, [this](wxPaintEvent &){
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wxPaintDC dc(m_canvas);
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const wxSize sz = m_canvas->GetClientSize();
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m_renderer->draw_scene(sz.x, sz.y);
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m_renderer->swap_buffers();
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});
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});
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}
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