mirror of
https://github.com/SFML/SFML.git
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106 lines
3.2 KiB
C++
106 lines
3.2 KiB
C++
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////////////////////////////////////////////////////////////
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// Headers
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////////////////////////////////////////////////////////////
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#include "wxSFMLCanvas.hpp"
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// Platform-specific includes
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#ifdef __WXGTK__
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#include <gdk/gdkx.h>
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#include <gtk/gtk.h>
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#include <wx/gtk/win_gtk.h>
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#endif
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////////////////////////////////////////////////////////////
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// Event table
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////////////////////////////////////////////////////////////
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BEGIN_EVENT_TABLE(wxSFMLCanvas, wxControl)
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EVT_IDLE(wxSFMLCanvas::OnIdle)
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EVT_PAINT(wxSFMLCanvas::OnPaint)
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EVT_ERASE_BACKGROUND(wxSFMLCanvas::OnEraseBackground)
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END_EVENT_TABLE()
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////////////////////////////////////////////////////////////
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/// Construct the wxSFMLCanvas
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////////////////////////////////////////////////////////////
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wxSFMLCanvas::wxSFMLCanvas(wxWindow* Parent, wxWindowID Id, const wxPoint& Position, const wxSize& Size, long Style) :
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wxControl(Parent, Id, Position, Size, Style)
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{
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#ifdef __WXGTK__
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// GTK implementation requires to go deeper to find the low-level X11 identifier of the widget
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gtk_widget_realize(m_wxwindow);
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gtk_widget_set_double_buffered(m_wxwindow, false);
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GdkWindow* Win = GTK_PIZZA(m_wxwindow)->bin_window;
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XFlush(GDK_WINDOW_XDISPLAY(Win));
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sf::RenderWindow::Create(GDK_WINDOW_XWINDOW(Win));
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#else
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// Tested under Windows XP only (should work with X11 and other Windows versions - no idea about MacOS)
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sf::RenderWindow::Create(GetHandle());
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#endif
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}
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////////////////////////////////////////////////////////////
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/// Destructor
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////////////////////////////////////////////////////////////
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wxSFMLCanvas::~wxSFMLCanvas()
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{
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// Nothing to do...
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}
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////////////////////////////////////////////////////////////
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/// Notification for the derived class that moment is good
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/// for doing its update and drawing stuff
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////////////////////////////////////////////////////////////
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void wxSFMLCanvas::OnUpdate()
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{
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// Nothing to do by default...
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}
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////////////////////////////////////////////////////////////
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/// Called when the control is idle - we can refresh our
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/// SFML window
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////////////////////////////////////////////////////////////
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void wxSFMLCanvas::OnIdle(wxIdleEvent&)
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{
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// Send a paint message when the control is idle, to ensure maximum framerate
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Refresh();
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}
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////////////////////////////////////////////////////////////
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/// Called when the control is repainted - we can display our
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/// SFML window
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////////////////////////////////////////////////////////////
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void wxSFMLCanvas::OnPaint(wxPaintEvent&)
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{
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// Make sure the control is able to be repainted
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wxPaintDC Dc(this);
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// Let the derived class do its specific stuff
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OnUpdate();
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// Display on screen
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Display();
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}
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////////////////////////////////////////////////////////////
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/// Called when the control needs to draw its background
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////////////////////////////////////////////////////////////
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void wxSFMLCanvas::OnEraseBackground(wxEraseEvent&)
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{
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// Don't do anything. We intercept this event in order to prevent the
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// parent class to draw the background before repainting the window,
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// which would cause some flickering
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}
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