Ejemplo n.º 1
0
int main(int argc, char **argv)
{
    // OSG init
    osgInit(argc,argv);

    {
        TheLuaManager->init();

        // Set up Window
        WindowEventProducerRecPtr TutorialWindow = createNativeWindow();
        TutorialWindow->initWindow();

        // Create the SimpleSceneManager helper
        SimpleSceneManager sceneManager;
        TutorialWindow->setDisplayCallback(boost::bind(display, &sceneManager));
        TutorialWindow->setReshapeCallback(boost::bind(reshape, _1, &sceneManager));

        // Tell the Manager what to manage
        sceneManager.setWindow(TutorialWindow);

        //Setup the Lua Manager

        BoostPath ModulePath("./Data/");
        std::string PackagePath = std::string("?;")
            + (ModulePath / "?.lua" ).file_string() + ";"
            + (ModulePath / "?" /  "init.lua").file_string();
        TheLuaManager->setPackagePath(PackagePath);

        // Make Torus Node (creates Torus in background of scene)
        GeometryRefPtr TorusGeometry = makeTorusGeo(.5, 2, 16, 16);
        setName(TorusGeometry,"Torus Geometry");
        //calcVertexTangents(TorusGeometry,0,Geometry::TexCoords7FieldId, Geometry::TexCoords6FieldId);


        NodeRefPtr TorusGeometryNode = Node::create();
        setName(TorusGeometryNode,"Torus Geometry Node");
        TorusGeometryNode->setCore(TorusGeometry);

        //Torus Transformation Node
        TransformRefPtr TheTorusNodeTransform = Transform::create();

        NodeRefPtr TheTorusTransfromNode = Node::create();
        TheTorusTransfromNode->setCore(TheTorusNodeTransform);
        TheTorusTransfromNode->addChild(TorusGeometryNode);
        setName(TheTorusTransfromNode,"Torus Transform Node");

        // Make Main Scene Node and add the Torus
        NodeRefPtr scene = Node::create();
        scene->setCore(Group::create());
        scene->addChild(TheTorusTransfromNode);
        setName(scene,"Scene Node");

        //Light Beacon Node
        TransformRefPtr TheLightBeaconNodeTransform = Transform::create();

        NodeRefPtr TheLightBeaconNode = Node::create();
        TheLightBeaconNode->setCore(TheLightBeaconNodeTransform);
        setName(TheLightBeaconNode,"Light Beacon Node");


        //Light Node
        DirectionalLightRefPtr TheLightCore = DirectionalLight::create();
        TheLightCore->setDirection(Vec3f(1.0,0.0,0.0));
        TheLightCore->setAmbient(Color4f(1.0,1.0,1.0,1.0));
        TheLightCore->setDiffuse(Color4f(1.0,1.0,1.0,1.0));
        TheLightCore->setSpecular(Color4f(1.0,1.0,1.0,1.0));
        TheLightCore->setBeacon(TheLightBeaconNode);

        NodeRefPtr TheLightNode = Node::create();
        TheLightNode->setCore(TheLightCore);
        TheLightNode->addChild(scene);
        setName(TheLightNode,"Light Node");

        NodeRefPtr RootNode = Node::create();
        RootNode->setCore(Group::create());
        RootNode->addChild(TheLightNode);
        RootNode->addChild(TheLightBeaconNode);
        setName(RootNode,"Root Node");

        // Create the Graphics
        GraphicsRefPtr TutorialGraphics = Graphics2D::create();

        // Initialize the LookAndFeelManager to enable default settings
        LookAndFeelManager::the()->getLookAndFeel()->init();

        //Create the Main interface
        LuaDebuggerInterface TheLuaDebuggerInterface;

        // Create The Main InternalWindow
        // Create Background to be used with the Main InternalWindow
        ColorLayerRefPtr MainInternalWindowBackground = ColorLayer::create();
        MainInternalWindowBackground->setColor(Color4f(1.0,1.0,1.0,0.5));

        BorderLayoutRefPtr MainInternalWindowLayout = BorderLayout::create();

        //Split Panel
        BorderLayoutConstraintsRefPtr SplitPanelConstraints = BorderLayoutConstraints::create();
        SplitPanelConstraints->setRegion(BorderLayoutConstraints::BORDER_CENTER);
        TheLuaDebuggerInterface.getMainSplitPanel()->setConstraints(SplitPanelConstraints);

        BorderLayoutConstraintsRefPtr ButtonPanelConstraints = BorderLayoutConstraints::create();
        ButtonPanelConstraints->setRegion(BorderLayoutConstraints::BORDER_NORTH);
        TheLuaDebuggerInterface.getButtonPanel()->setConstraints(ButtonPanelConstraints);

        BorderLayoutConstraintsRefPtr CodeAreaInfoPanelConstraints = BorderLayoutConstraints::create();
        CodeAreaInfoPanelConstraints->setRegion(BorderLayoutConstraints::BORDER_SOUTH);
        TheLuaDebuggerInterface.getCodeAreaInfoPanel()->setConstraints(CodeAreaInfoPanelConstraints);

        InternalWindowRefPtr MainInternalWindow = InternalWindow::create();
        MainInternalWindow->pushToChildren(TheLuaDebuggerInterface.getButtonPanel());
        MainInternalWindow->pushToChildren(TheLuaDebuggerInterface.getMainSplitPanel());
        MainInternalWindow->pushToChildren(TheLuaDebuggerInterface.getCodeAreaInfoPanel());
        MainInternalWindow->setLayout(MainInternalWindowLayout);
        MainInternalWindow->setBackgrounds(MainInternalWindowBackground);
        MainInternalWindow->setTitle("Lua Debugger");
        setName(MainInternalWindow,"Internal Window");

        // Create the Drawing Surface
        UIDrawingSurfaceRefPtr TutorialDrawingSurface = UIDrawingSurface::create();
        TutorialDrawingSurface->setGraphics(TutorialGraphics);
        TutorialDrawingSurface->setEventProducer(TutorialWindow);

        TutorialDrawingSurface->openWindow(MainInternalWindow);

        // Create the UI Foreground Object
        UIForegroundRefPtr TutorialUIForeground = UIForeground::create();

        TutorialUIForeground->setDrawingSurface(TutorialDrawingSurface);

        //Scene Background
        GradientBackgroundRefPtr SceneBackground = GradientBackground::create();
        SceneBackground->addLine(Color3f(0.0,0.0,0.0),0.0);
        setName(SceneBackground,"Scene Background");

        // Tell the Manager what to manage
        sceneManager.setWindow(TutorialWindow);
        sceneManager.setRoot(RootNode);
        //sceneManager.setHeadlight(false);

        // Add the UI Foreground Object to the Scene
        ViewportRefPtr TutorialViewport = sceneManager.getWindow()->getPort(0);
        TutorialViewport->addForeground(TutorialUIForeground);
        TutorialViewport->setBackground(SceneBackground);

        TutorialWindow->connectKeyTyped(boost::bind(keyTyped,
                                                    _1,
                                                    &TheLuaDebuggerInterface));

        // Show the whole Scene
        sceneManager.showAll();


        //Open Window
        Vec2f WinSize(TutorialWindow->getDesktopSize() * 0.85f);
        Pnt2f WinPos((TutorialWindow->getDesktopSize() - WinSize) *0.5);
        TutorialWindow->openWindow(WinPos,
                                   WinSize,
                                   "03LuaDebugger");

        MainInternalWindow->setAlignmentInDrawingSurface(Vec2f(0.5f,0.5f));
        MainInternalWindow->setPreferredSize(WinSize * 0.85);

        //Enter main Loop
        TutorialWindow->mainLoop();

        TheLuaManager->uninit();
    }

    osgExit();

    return 0;
}
int main(int argc, char **argv)
{
    // OSG init
    osgInit(argc,argv);

    // Set up Window
    TutorialWindow = createNativeWindow();
    TutorialWindow->initWindow();

    TutorialWindow->setDisplayCallback(display);
    TutorialWindow->setReshapeCallback(reshape);

    TutorialKeyListener TheKeyListener;
    TutorialWindow->addKeyListener(&TheKeyListener);

    // Make Torus Node (creates Torus in background of scene)
    NodeRefPtr TorusGeometryNode = makeTorus(.5, 2, 16, 16);

    // Make Main Scene Node and add the Torus
    NodeRefPtr scene = OSG::Node::create();
    scene->setCore(OSG::Group::create());
    scene->addChild(TorusGeometryNode);

    // Create the Graphics
    GraphicsRefPtr TutorialGraphics = OSG::Graphics2D::create();

    // Initialize the LookAndFeelManager to enable default settings
    LookAndFeelManager::the()->getLookAndFeel()->init();

    /******************************************************

      Create an Button Component and
      a simple Font.
      See 17Label_Font for more
      information about Fonts.

     ******************************************************/
    ButtonRefPtr ExampleButton = OSG::Button::create();

    UIFontRefPtr ExampleFont = OSG::UIFont::create();
    ExampleFont->setSize(16);

    ExampleButton->setMinSize(Vec2f(50, 25));
    ExampleButton->setMaxSize(Vec2f(200, 100));
    ExampleButton->setPreferredSize(Vec2f(100, 50));
    ExampleButton->setToolTipText("Button 1 ToolTip");

    ExampleButton->setText("Button 1");
    ExampleButton->setFont(ExampleFont);
    ExampleButton->setTextColor(Color4f(1.0, 0.0, 0.0, 1.0));
    ExampleButton->setRolloverTextColor(Color4f(1.0, 0.0, 1.0, 1.0));
    ExampleButton->setActiveTextColor(Color4f(1.0, 0.0, 0.0, 1.0));
    ExampleButton->setAlignment(Vec2f(1.0,0.0));


    /******************************************************

      Create a ToggleButton and determine its
      characteristics.  ToggleButton inherits
      off of Button, so all characteristsics
      used above can be used with ToggleButtons
      as well.

      The only difference is that when pressed,
      ToggleButton remains pressed until pressed
      again.

      -setSelected(bool): Determine whether the
      ToggleButton is Selected (true) or
      deselected (false).

     ******************************************************/
    ToggleButtonRefPtr ExampleToggleButton = OSG::ToggleButton::create();

    ExampleToggleButton->setSelected(false);
    ExampleToggleButton->setText("ToggleMe");
    ExampleToggleButton->setToolTipText("Toggle Button ToolTip");


    // Create Background to be used with the MainInternalWindow
    ColorLayerRefPtr MainInternalWindowBackground = OSG::ColorLayer::create();
    MainInternalWindowBackground->setColor(Color4f(1.0,1.0,1.0,0.5));

    // Create The Internal Window
    InternalWindowRefPtr MainInternalWindow = OSG::InternalWindow::create();
    LayoutRefPtr MainInternalWindowLayout = OSG::FlowLayout::create();
    // Assign the Button to the MainInternalWindow so it will be displayed
    // when the view is rendered.
    MainInternalWindow->pushToChildren(ExampleButton);
    MainInternalWindow->setLayout(MainInternalWindowLayout);
    MainInternalWindow->setBackgrounds(MainInternalWindowBackground);
    MainInternalWindow->setPosition(Pnt2f(50,50));
    MainInternalWindow->setPreferredSize(Vec2f(300,300));
    MainInternalWindow->setTitle(std::string("Internal Window 1"));

    // Create The Internal Window
    InternalWindowRefPtr MainInternalWindow2 = OSG::InternalWindow::create();
    LayoutRefPtr MainInternalWindowLayout2 = OSG::FlowLayout::create();
    // Assign the Button to the MainInternalWindow so it will be displayed
    // when the view is rendered.
    MainInternalWindow2->pushToChildren(ExampleToggleButton);
    MainInternalWindow2->setLayout(MainInternalWindowLayout2);
    MainInternalWindow2->setBackgrounds(MainInternalWindowBackground);
    MainInternalWindow2->setPosition(Pnt2f(150,150));
    MainInternalWindow2->setPreferredSize(Vec2f(300,300));
    MainInternalWindow2->setTitle(std::string("Internal Window 2"));
    MainInternalWindow2->setIconable(false);
    MainInternalWindow2->setAllwaysOnTop(true);

    // Create the Drawing Surface
    UIDrawingSurfaceRefPtr TutorialDrawingSurface = UIDrawingSurface::create();
    TutorialDrawingSurface->setGraphics(TutorialGraphics);
    TutorialDrawingSurface->setEventProducer(TutorialWindow);

    TutorialDrawingSurface->openWindow(MainInternalWindow);
    TutorialDrawingSurface->openWindow(MainInternalWindow2);
    // Create the UI Foreground Object
    UIForegroundRefPtr TutorialUIForeground = OSG::UIForeground::create();
    TutorialUIForeground->setDrawingSurface(TutorialDrawingSurface);

    // Create the SimpleSceneManager helper
    mgr = new SimpleSceneManager;

    // Tell the Manager what to manage
    mgr->setWindow(TutorialWindow);
    mgr->setRoot(scene);

    // Add the UI Foreground Object to the Scene
    ViewportRefPtr TutorialViewport = mgr->getWindow()->getPort(0);
    TutorialViewport->addForeground(TutorialUIForeground);

    // Show the whole Scene
    mgr->showAll();


    //Open Window
    Vec2f WinSize(TutorialWindow->getDesktopSize() * 0.85f);
    Pnt2f WinPos((TutorialWindow->getDesktopSize() - WinSize) *0.5);
    TutorialWindow->openWindow(WinPos,
                               WinSize,
                               "37InternalWindow");

    //Enter main Loop
    TutorialWindow->mainLoop();

    osgExit();

    return 0;
}