Exemplo n.º 1
0
//**************************************************************************
void CBCGPRibbonFontComboBox::DropDownList ()
{
	ASSERT_VALID (this);

	BuildFonts (m_nFontType, m_nCharSet, m_nPitchAndFamily);

	CBCGPRibbonComboBox::DropDownList ();
}
Exemplo n.º 2
0
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;
}
Exemplo n.º 3
0
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;
}