//************************************************************************** void CBCGPRibbonFontComboBox::DropDownList () { ASSERT_VALID (this); BuildFonts (m_nFontType, m_nCharSet, m_nPitchAndFamily); CBCGPRibbonComboBox::DropDownList (); }
int MyInitScene() { glDepthFunc(GL_LEQUAL); glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST); // Allow perspective correction glDepthFunc(GL_LEQUAL); dlMesh = glGenLists(Mesh_Count); glLightfv(GL_LIGHT1, GL_AMBIENT, MSA_pF(LightAmbient)); glLightfv(GL_LIGHT1, GL_DIFFUSE, MSA_pF(LightDiffuse)); glLightfv(GL_LIGHT1, GL_POSITION, MSA_pF(f4LightPos)); glEnable(GL_LIGHT1); glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); glDisable(GL_BLEND); glDisable(GL_LIGHTING); glDisable(GL_DEPTH_TEST); glLineWidth(1); // glAlphaFunc(GL_LEQUAL, 1); // glEnable(GL_ALPHA_TEST ); // LoadGLTextures(); glNewList(dlMesh + Mesh_Grid,GL_COMPILE); DrawGrid2(); glEndList(); BuildFonts(); glFogi(GL_FOG_MODE, GL_LINEAR); // GL_LINEAR, GL_EXP, and GL_EXP2 glFogfv(GL_FOG_COLOR, MSA_pF(InitInfo.BackCol)); // Set Fog Color glFogf(GL_FOG_DENSITY, 1.0f); // How Dense Will The Fog Be glHint(GL_FOG_HINT, GL_NICEST ); // GL_NICEST GL_FASTEST glFogf(GL_FOG_START, 1.0f); // Fog Start Depth glFogf(GL_FOG_END, 150.0f); // Fog End Depth glEnable(GL_FOG); strcpy(AppInfo.szFlags, "___________________"); Inputs.bLockMouse = TRUE; ShowCursor(FALSE); return TRUE; }
CBCGPRibbonFontComboBox::CBCGPRibbonFontComboBox( UINT uiID, int nFontType, BYTE nCharSet, BYTE nPitchAndFamily, int nWidth) : CBCGPRibbonComboBox (uiID, TRUE, nWidth), m_nFontType (DEVICE_FONTTYPE | RASTER_FONTTYPE | TRUETYPE_FONTTYPE), m_nCharSet (DEFAULT_CHARSET), m_nPitchAndFamily (DEFAULT_PITCH) { BuildFonts (nFontType, nCharSet, nPitchAndFamily); m_bIsAutoComplete = TRUE; }