📄 main.cpp
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// ___ ___ ___ ___ ___ // /\__\ ___ /\__\ /\ \ /\__\ /\ \. // /::| | /\ \ /::| | /::\ \ /:/ / /::\ \. // /:|:| | \:\ \ /:|:| | /:/\:\ \ /:/ / /:/\:\ \. // /:/|:|__|__ /::\__\ /:/|:| |__ /:/ \:\ \ /:/ / /::\~\:\ \.// /:/ |::::\__\ __/:/\/__/ /:/ |:| /\__\ /:/__/_\:\__\ /:/__/ /:/\:\ \:\__\.// \/__/~~/:/ / /\/:/ / \/__|:|/:/ / \:\ /\ \/__/ \:\ \ \:\~\:\ \/__/// /:/ / \::/__/ |:/:/ / \:\ \:\__\ \:\ \ \:\ \:\__\. // /:/ / \:\__\ |::/ / \:\/:/ / \:\ \ \:\ \/__/ // /:/ / \/__/ /:/ / \::/ / \:\__\ \:\__\. // \/__/ \/__/ \/__/ \/__/ \/__/ // // =============================================================================// Minimalist OpenGL Environment// =============================================================================//// Copyright 2007 Balazs Domonkos// // This program is free software; you can redistribute it and/or// modify it under the terms of the GNU General Public License// as published by the Free Software Foundation; either version 2// of the License, or (at your option) any later version.// // This program 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 General Public License for more details.// // You should have received a copy of the GNU General Public License// along with this program; if not, write to the Free Software// Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.//// Micro GUI support in MinGLE// mingle.h should be included before all other// OpenGL headers#include <mingle.h>using namespace MinGLE;//#include <GL/glut.h> TODO#include <iostream>class SceneRenderer : public WindowListener { protected: double mScale; bool mRender; public: SceneRenderer() : mScale(0.3), mRender(true) { } double *getScalePtr() { return &mScale; } bool *getRenderPtr() { return &mRender; } protected: virtual bool onRender() { // if(mRender) glutSolidTeapot(mScale); TODO // Enable the next window listener to render return false; }};class GuiDemo : public GuiSheet { protected: static Font *mFont; TextField *fpsText; public: GuiDemo(double *scale, bool *render) : GuiSheet("data", "gui/samplegui.xml") { // Setup widgets fpsText = GuiSheet::getWidgetByName<TextField>("myPanel/myText"); GuiSheet::getWidgetByName<CheckBox>("myPanel/myCheckBox")->setUserData(render); GuiSheet::getWidgetByName<Slider>("myPanel/mySlider")->setUserData(scale); } ~GuiDemo() { delete mFont; } static void setFont() { mFont = FontRendering::createFont("data", "fonts/zekton-18.xml"); TextField::setDefaultFont(mFont); } virtual bool onKeyEvent(int key, unsigned modifiers, KeyEventState state) { if (key == 'r' && !modifiers && state != KEY_UP) { loadFromFile("data", "gui/samplegui.xml"); return true; } return GuiSheet::onKeyEvent(key, modifiers, state); } // This method is called before rendering the gui virtual void onUpdate() { fpsText->setText(StringUtils::toString(mWindow->getFrameRate(), 2) + " FPS"); }};Font *GuiDemo::mFont = 0;int main(int argc, char **argv) { try { // Initialize rendering system System::initialize(&argc, argv); // Create window Window *win = System::createWindow(); win->setRenderMode(WindowAttributes::RENDER_ON_TIMER); // Add keyhandler win->registerWindowListener(new ApplicationKeyHandler()); // Register the scene renderer SceneRenderer *sceneRenderer = new SceneRenderer(); win->registerWindowListener(sceneRenderer); // Add navigator win->registerWindowListener(new ExaminerNavigator()); // Register gui sheet // Note that the order of the rendering is: // (ApplicationKeyHandler) -> SceneRenderer -> (ExaminerNavigator) -> GuiSheet // but the order of input handling is reversed: // GuiSheet -> ExaminerNavigator -> SceneRenderer -> ApplicationKeyHandler GuiDemo::setFont(); GuiDemo *guiDemo = new GuiDemo(sceneRenderer->getScalePtr(), sceneRenderer->getRenderPtr()); win->registerWindowListener(guiDemo); // Setup OpenGL glEnable(GL_DEPTH_TEST); glShadeModel(GL_SMOOTH); GLfloat position[] = { 3.0f, 3.0f, 3.0f, 1.0f }; GLfloat diffuse[] = { 0.8f, 0.8f, 0.8f, 1.0f }; GLfloat specular[] = {1.0f, 1.0f, 1.0f , 1.0f}; glEnable(GL_LIGHTING); glEnable(GL_LIGHT0); glLightfv(GL_LIGHT0, GL_POSITION, position); glLightfv(GL_LIGHT0, GL_DIFFUSE, diffuse); glLightfv(GL_LIGHT0, GL_SPECULAR, specular); // Enter the event handing loop System::enterMainLoop(); } catch(const Exception& e) { std::cerr << "Error: " << e.mDescription << " (Thrown in " << e.mFile << ':' << e.mMethod << " line " << e.mLine << ')' << std::endl; } return 0;}
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