⭐ 欢迎来到虫虫下载站! | 📦 资源下载 📁 资源专辑 ℹ️ 关于我们
⭐ 虫虫下载站

📄 shrikeframe.hpp

📁 shrike is a utility application that acts as a testbed for shaders written in Sh
💻 HPP
字号:
// Sh: A GPU metaprogramming language.//// Copyright 2003-2005 Serious Hack Inc.// // This library is free software; you can redistribute it and/or// modify it under the terms of the GNU Lesser General Public// License as published by the Free Software Foundation; either// version 2.1 of the License, or (at your option) any later version.//// This library is distributed in the hope that it will be useful,// but WITHOUT ANY WARRANTY; without even the implied warranty of// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the GNU// Lesser General Public License for more details.//// You should have received a copy of the GNU Lesser General Public// License along with this library; if not, write to the Free Software// Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, // MA  02110-1301, USA//////////////////////////////////////////////////////////////////////////////#ifndef SHRIKEFRAME_HPP#define SHRIKEFRAME_HPP#include <wx/wx.h>#include <wx/treectrl.h>#include <wx/minifram.h>#include "UniformPanel.hpp"#include "Shader.hpp"#include "ShrikePropsDialog.hpp"enum ShrikeId {  SHRIKE_NIL, // Need this here to avoid an ID being 0, which causes              // problems at least on Mac OS X.  SHRIKE_MENU_OPEN_MODEL,  SHRIKE_MENU_QUIT,    SHRIKE_MENU_SHADER_PROPS,    SHRIKE_MENU_SHADER_SHOW_VSH,  SHRIKE_MENU_SHADER_SHOW_FSH,  SHRIKE_MENU_SHADER_SHOW_VSHIF,  SHRIKE_MENU_SHADER_SHOW_FSHIF,  SHRIKE_MENU_SHADER_SHOW_VSHIR,  SHRIKE_MENU_SHADER_SHOW_FSHIR,  SHRIKE_MENU_SHADER_OPTS,  SHRIKE_MENU_SHADER_OPTS_LIFTING,  SHRIKE_MENU_SHADER_OPTS_PROPAGATION,  SHRIKE_MENU_SHADER_OPTS_DEADCODE,  SHRIKE_MENU_SHADER_OPTS_SUBST,  SHRIKE_MENU_SHADER_OPTS_COPY,  SHRIKE_MENU_SHADER_OPTS_STRAIGHT,  SHRIKE_MENU_SHADER_REINIT,  SHRIKE_MENU_SHADER_OPTIMIZE,  SHRIKE_MENU_VIEW_RESET,  SHRIKE_MENU_VIEW_SCREENSHOT,  SHRIKE_MENU_VIEW_BACKGROUND,  SHRIKE_MENU_VIEW_FULLSCREEN,  SHRIKE_MENU_VIEW_FPS,  SHRIKE_MENU_VIEW_WIREFRAME,  SHRIKE_TREECTRL_SHADERS};class ShrikeCanvas;class wxSplitterWindow;class ShrikeFrame : public wxFrame {public:  ShrikeFrame();  virtual ~ShrikeFrame();  void quit(wxCommandEvent& event);  void openModel(wxCommandEvent& event);  void close(wxCloseEvent& event);  void onShaderSelect(wxTreeEvent& event);    bool setShader(Shader* shader);  void shaderProps(wxCommandEvent& event);  void showVsh(wxCommandEvent& event);  void showFsh(wxCommandEvent& event);  void showVshIr(wxCommandEvent& event);  void showFshIr(wxCommandEvent& event);  void showVshInterface(wxCommandEvent& event);  void showFshInterface(wxCommandEvent& event);  void reinit(wxCommandEvent& event);  void resetView(wxCommandEvent& event);  void setBackground(wxCommandEvent& event);  void fullscreen(wxCommandEvent& event);  void optimize(wxCommandEvent& event);  void setopts(wxCommandEvent& event);  void wireframe(wxCommandEvent& event);  void screenshot(wxCommandEvent& event);  void setFullscreen(bool);  void fps(wxCommandEvent& event);  void setFps(bool);  void keyDown(wxKeyEvent& event);  static ShrikeFrame* instance();    void showIR(SH::ShProgram program,              const wxString& name);  void showError(const wxString& message,                 const std::string& details = ""); // TODO: Make this part unicode aware as well?  private:  void showProgram(SH::ShProgram program,                   const wxString& name);  void showInterface(SH::ShProgram program,                     const wxString& name);  wxTreeCtrl* initShaderList(wxWindow* parent);  ShrikeCanvas* m_canvas;  UniformPanel* m_panel;  wxFrame* m_preview;  wxSplitterWindow* m_hsplitter;  wxSplitterWindow* m_right_window;  wxTreeCtrl* m_shaderList;  Shader* m_shader;  wxMenu* m_shaderMenu;  wxMenu* m_viewMenu;    bool m_fullscreen;  bool m_fps;  static ShrikeFrame* m_instance;  DECLARE_EVENT_TABLE()};#endif

⌨️ 快捷键说明

复制代码 Ctrl + C
搜索代码 Ctrl + F
全屏模式 F11
切换主题 Ctrl + Shift + D
显示快捷键 ?
增大字号 Ctrl + =
减小字号 Ctrl + -