本文整理汇总了C++中MyFrame::SetLabel方法的典型用法代码示例。如果您正苦于以下问题:C++ MyFrame::SetLabel方法的具体用法?C++ MyFrame::SetLabel怎么用?C++ MyFrame::SetLabel使用的例子?那么, 这里精选的方法代码示例或许可以为您提供帮助。您也可以进一步了解该方法所在类MyFrame
的用法示例。
在下文中一共展示了MyFrame::SetLabel方法的2个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的C++代码示例。
示例1: runGUI
void runGUI(const vl::String& title, BaseDemo* program, vl::OpenGLContextFormat /*format*/, int x, int y, int width, int height, vl::fvec4 bk_color, vl::vec3 eye, vl::vec3 center)
{
program->setAppletName(title);
// WX_GL_RGBA: Use true colour
// WX_GL_BUFFER_SIZE: Bits for buffer if not WX_GL_RGBA
// WX_GL_LEVEL: 0 for main buffer, >0 for overlay, <0 for underlay
// WX_GL_DOUBLEBUFFER: Use doublebuffer
// WX_GL_STEREO: Use stereoscopic display
// WX_GL_AUX_BUFFERS: Number of auxiliary buffers (not all implementation support this option)
// WX_GL_MIN_RED: Use red buffer with most bits (> MIN_RED bits)
// WX_GL_MIN_GREEN: Use green buffer with most bits (> MIN_GREEN bits)
// WX_GL_MIN_BLUE: Use blue buffer with most bits (> MIN_BLUE bits)
// WX_GL_MIN_ALPHA: Use alpha buffer with most bits (> MIN_ALPHA bits)
// WX_GL_DEPTH_SIZE: Bits for Z-buffer (0,16,32)
// WX_GL_STENCIL_SIZE: Bits for stencil buffer
// WX_GL_MIN_ACCUM_RED: Use red accum buffer with most bits (> MIN_ACCUM_RED bits)
// WX_GL_MIN_ACCUM_GREEN: Use green buffer with most bits (> MIN_ACCUM_GREEN bits)
// WX_GL_MIN_ACCUM_BLUE: Use blue buffer with most bits (> MIN_ACCUM_BLUE bits)
// WX_GL_MIN_ACCUM_ALPHA: Use blue buffer with most bits (> MIN_ACCUM_ALPHA bits)
int context_format[] =
{
WX_GL_RGBA,
WX_GL_DOUBLEBUFFER,
WX_GL_MIN_RED, 8,
WX_GL_MIN_GREEN, 8,
WX_GL_MIN_BLUE, 8,
WX_GL_MIN_ALPHA, 8,
WX_GL_DEPTH_SIZE, 24,
WX_GL_STENCIL_SIZE, 8,
/*WX_GL_LEVEL, 0,
WX_GL_AUX_BUFFERS, 0*/
0
};
MyFrame *frame = new MyFrame(NULL, L"WXGLCanvas", wxPoint(x,y), wxSize(width, height));
mWXWin = new WXGLCanvas( frame, NULL, wxID_ANY, wxDefaultPosition, wxDefaultSize, wxFULL_REPAINT_ON_RESIZE, context_format );
/* needed before accessing OpenGL */
frame->Show();
/* common test setup */
setupApplet(program, mWXWin, bk_color, eye, center);
/* initialize OpenGL context */
mWXWin->initGLContext();
/* call initEvent() to initialize the test */
mWXWin->dispatchInitEvent();
/* these must be done after the window is visible and the applet is initialized */
frame->SetPosition( wxPoint(x,y) );
frame->SetClientSize( wxSize(width,height) );
frame->SetLabel(wxT("Visualization Library on wxWindows"));
}
示例2: OnInit
//-----------------------------------------------------------------------------
bool MyApp::OnInit()
{
/* open a console so we can see the applet's output on stdout */
showWin32Console();
/* init Visualization Library */
VisualizationLibrary::init();
MyFrame *frame = new MyFrame(NULL, L"WXGLCanvas", wxDefaultPosition, wxSize(400, 300));
/* Initialize the OpenGL context and window properties */
// WX_GL_RGBA: Use true colour
// WX_GL_BUFFER_SIZE: Bits for buffer if not WX_GL_RGBA
// WX_GL_LEVEL: 0 for main buffer, >0 for overlay, <0 for underlay
// WX_GL_DOUBLEBUFFER: Use doublebuffer
// WX_GL_STEREO: Use stereoscopic display
// WX_GL_AUX_BUFFERS: Number of auxiliary buffers (not all implementation support this option)
// WX_GL_MIN_RED: Use red buffer with most bits (> MIN_RED bits)
// WX_GL_MIN_GREEN: Use green buffer with most bits (> MIN_GREEN bits)
// WX_GL_MIN_BLUE: Use blue buffer with most bits (> MIN_BLUE bits)
// WX_GL_MIN_ALPHA: Use alpha buffer with most bits (> MIN_ALPHA bits)
// WX_GL_DEPTH_SIZE: Bits for Z-buffer (0,16,32)
// WX_GL_STENCIL_SIZE: Bits for stencil buffer
// WX_GL_MIN_ACCUM_RED: Use red accum buffer with most bits (> MIN_ACCUM_RED bits)
// WX_GL_MIN_ACCUM_GREEN: Use green buffer with most bits (> MIN_ACCUM_GREEN bits)
// WX_GL_MIN_ACCUM_BLUE: Use blue buffer with most bits (> MIN_ACCUM_BLUE bits)
// WX_GL_MIN_ACCUM_ALPHA: Use blue buffer with most bits (> MIN_ACCUM_ALPHA bits)
int context_format[] =
{
WX_GL_RGBA,
WX_GL_DOUBLEBUFFER,
WX_GL_MIN_RED, 8,
WX_GL_MIN_GREEN, 8,
WX_GL_MIN_BLUE, 8,
WX_GL_MIN_ALPHA, 8,
WX_GL_DEPTH_SIZE, 24,
WX_GL_STENCIL_SIZE, 8,
/*WX_GL_LEVEL, 0,
WX_GL_AUX_BUFFERS, 0*/
0
};
ref<WXGLCanvas> vl_gl_canvas = new WXGLCanvas( frame, NULL, wxID_ANY, wxDefaultPosition, wxDefaultSize, wxFULL_REPAINT_ON_RESIZE, context_format );
/* create the applet to be run */
ref<Applet> applet = new App_RotatingCube;
applet->initialize();
/* target the window so we can render on it */
applet->rendering()->as<Rendering>()->renderer()->setFramebuffer( vl_gl_canvas->framebuffer() );
/* black background */
applet->rendering()->as<Rendering>()->camera()->viewport()->setClearColor( black );
/* define the camera position and orientation */
vec3 eye = vec3(0,10,35); // camera position
vec3 center = vec3(0,0,0); // point the camera is looking at
vec3 up = vec3(0,1,0); // up direction
mat4 view_mat = mat4::getLookAt(eye, center, up);
applet->rendering()->as<Rendering>()->camera()->setViewMatrix( view_mat );
/* show the window */
frame->Show();
/* THE ORDER IS IMPORTANT IMPORTANT */
vl_gl_canvas->initGLContext();
/* bind the applet so it receives all the GUI events related to the OpenGLContext */
vl_gl_canvas->addEventListener(applet.get());
/* these must be done after the window is visible */
int x = 0;
int y = 0;
int width = 512;
int height= 512;
frame->SetPosition( wxPoint(x,y) );
frame->SetClientSize( wxSize(width,height) );
frame->SetLabel(wxT("Visualization Library on wxWindows - Rotating Cube"));
return true;
}