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0e2297af28
Renamed the CSFML directory to c Renamed the DSFML directory to d --> bindings must now be updated to match the new organization! git-svn-id: https://sfml.svn.sourceforge.net/svnroot/sfml/branches/sfml2@1630 4e206d99-4929-0410-ac5d-dfc041789085
231 lines
5.2 KiB
D
231 lines
5.2 KiB
D
module dflsample;
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import dsfml.system.all;
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import dsfml.window.all;
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// DFL and Derelict must be present.
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import dfl.all;
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import Derelict.opengl.gl;
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import Derelict.opengl.glu;
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// An enum for each controls methods
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enum ControlMethod
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{
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MOUSE,
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KEYBOARD
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}
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void main()
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{
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DerelictGL.load();
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DerelictGLU.load();
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//Start the message loop
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Application.run(new MyForm());
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}
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//A simple form with a groupbox to choose input method and the openGL control
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class MyForm : Form
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{
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GLControl m_gl;
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GroupBox m_gbx;
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RadioButton m_rb1;
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RadioButton m_rb2;
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this()
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{
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m_gbx = new GroupBox();
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m_gbx.dock = DockStyle.TOP;
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m_gbx.height = 40;
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m_gbx.text = "Choose your input";
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this.controls.add(m_gbx);
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m_rb1 = new RadioButton();
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m_rb1.text = "Mouse";
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m_rb1.location = Point(10, 15);
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m_rb1.checked = true;
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m_rb1.click ~= &radioButtonClick;
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m_gbx.controls.add(m_rb1);
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m_rb2 = new RadioButton();
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m_rb2.text = "Keyboard";
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m_rb2.location = Point(m_rb1.width + 10, 15);
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m_rb2.click ~= &radioButtonClick;
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m_gbx.controls.add(m_rb2);
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m_gl = new GLControl();
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m_gl.dock = DockStyle.FILL;
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m_gl.controlMethod = ControlMethod.MOUSE;
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this.controls.add(m_gl);
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this.text = "DFL Opengl Integration Sample";
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}
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private void radioButtonClick(Control c, EventArgs ea)
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{
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m_gl.controlMethod(c.text == "Mouse" ? ControlMethod.MOUSE : ControlMethod.KEYBOARD);
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m_gl.focus();
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}
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}
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//Our OpenGL control
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class GLControl : Control
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{
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Window m_win;
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Input i;
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Timer m_timer;
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GLfloat rotx = 0.f, roty = 0.f;
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ControlMethod m_method = ControlMethod.MOUSE;
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this ()
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{
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super();
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this.setStyle(ControlStyles.SELECTABLE | ControlStyles.ALL_PAINTING_IN_WM_PAINT | ControlStyles.WANT_ALL_KEYS, true);
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//We set a timer to ensure periodic refresh of the window
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m_timer = new Timer();
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m_timer.interval(10);
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m_timer.tick ~= &this.onTick;
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}
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public void controlMethod(ControlMethod m)
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{
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m_method = m;
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}
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//Override of the onHandleCreated method of Control
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//integration of DSFML window in a control need a valid handle
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protected void onHandleCreated(EventArgs ea)
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{
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super.onHandleCreated(ea);
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//Construction of the window
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m_win = new Window(cast(WindowHandle)this.handle);
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//Get the input for further use
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i = m_win.getInput();
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//Now that the Window is instanciated, we can start the timer.
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m_timer.start();
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//Some opengl initializations functions
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glClearDepth(1.f);
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glClearColor(0.f, 0.f, 0.f, 0.f);
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glEnable(GL_DEPTH_TEST);
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glDepthMask(GL_TRUE);
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glMatrixMode(GL_PROJECTION);
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glLoadIdentity();
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gluPerspective(90.f, 1.f, 1.f, 500.f);
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}
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//We handle Mouse leaving and entering the control to hide or show the cursor
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protected void onMouseEnter(MouseEventArgs mea)
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{
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super.onMouseEnter(mea);
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Cursor.current.hide();
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}
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protected void onMouseLeave(MouseEventArgs mea)
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{
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super.onMouseLeave(mea);
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Cursor.current.show();
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}
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//If the window is resize, we need to modify openGL view
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protected void onResize(EventArgs ea)
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{
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super.onResize(ea);
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glViewport(0, 0, this.width, this.height);
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}
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protected void onTick(Timer t, EventArgs ea)
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{
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draw();
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}
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protected void onPaint(PaintEventArgs pea)
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{
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super.onPaint(pea);
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draw();
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}
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private void handleKeys()
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{
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if (i.isKeyDown(KeyCode.UP))
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rotx += 1.f;
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if (i.isKeyDown(KeyCode.DOWN))
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rotx += -1.f;
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if (i.isKeyDown(KeyCode.LEFT))
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roty += -1.f;
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if (i.isKeyDown(KeyCode.RIGHT))
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roty += 1.f;
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}
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private void handleMousePos()
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{
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rotx = i.getMouseY() - (this.height / 2.0);
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roty = i.getMouseX() - (this.width / 2.0);
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}
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private void draw()
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{
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if (m_method == ControlMethod.KEYBOARD)
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handleKeys();
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else
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handleMousePos();
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m_win.setActive(true);
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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glMatrixMode(GL_MODELVIEW);
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glLoadIdentity();
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glTranslatef(0.f, 0.f, -200.f);
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glRotatef(rotx, 1.f, 0.f, 0.f);
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glRotatef(roty, 0.f, 1.f, 0.f);
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glBegin(GL_QUADS);
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glColor3f(1.f, 0.f, 0.f);
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glVertex3f(-50.f, -50.f, -50.f);
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glVertex3f(-50.f, 50.f, -50.f);
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glVertex3f( 50.f, 50.f, -50.f);
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glVertex3f( 50.f, -50.f, -50.f);
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glColor3f(0.f, 1.f, 0.f);
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glVertex3f(-50.f, -50.f, 50.f);
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glVertex3f(-50.f, 50.f, 50.f);
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glVertex3f( 50.f, 50.f, 50.f);
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glVertex3f( 50.f, -50.f, 50.f);
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glColor3f(0.f, 0.f, 1.f);
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glVertex3f(-50.f, -50.f, -50.f);
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glVertex3f(-50.f, 50.f, -50.f);
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glVertex3f(-50.f, 50.f, 50.f);
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glVertex3f(-50.f, -50.f, 50.f);
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glColor3f(1.f, 1.f, 0.f);
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glVertex3f(50.f, -50.f, -50.f);
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glVertex3f(50.f, 50.f, -50.f);
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glVertex3f(50.f, 50.f, 50.f);
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glVertex3f(50.f, -50.f, 50.f);
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glColor3f(1.f, 0.f, 1.f);
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glVertex3f(-50.f, -50.f, 50.f);
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glVertex3f(-50.f, -50.f, -50.f);
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glVertex3f( 50.f, -50.f, -50.f);
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glVertex3f( 50.f, -50.f, 50.f);
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glColor3f(0.f, 1.f, 1.f);
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glVertex3f(-50.f, 50.f, 50.f);
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glVertex3f(-50.f, 50.f, -50.f);
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glVertex3f( 50.f, 50.f, -50.f);
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glVertex3f( 50.f, 50.f, 50.f);
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glEnd();
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m_win.display();
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}
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}
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