我传统上使用wxWidgets绘制到OpenGL画布的方法是从当前OpenGL画布触发30赫兹定时的refresh(),然后生成一个“ wxEVT_PAINT”,我可以将其扩展到帧的其余部分。我还绑定到wxEVT_PAINT并调用refresh()来捕获任何调整帧大小的内容。
在我的不使用wxWidgets AUI的程序中,此方法完美无缺。
但是,如果我尝试使用AUI,则每次尝试绑定到wxEVT_PAINT时,我的绘画事件都不会触发。有时绑定到paint事件甚至会停止触发计时器等其他事件。
AUI处理事件是否有某种特殊方式,或者我在这里缺少的wxEVT_PAINT?在AUI托管框架内绘制到OpenGL窗口的最佳方法是什么?任何人都可以提供提示或示例,因为关于此主题的关于AUI的文档似乎不存在。
编辑:为清楚起见,我在下面添加了我的源代码,以供任何希望帮助查找问题的人使用。我删除了OpenGL部分,因为我实际上只是想让wxEVT_PAINT在调整窗口大小时触发帧中的绑定处理程序。
GeneratedFrame.h
#ifndef __GENERATEDFRAME_H__
#define __GENERATEDFRAME_H__
#include <wx/artprov.h>
#include <wx/xrc/xmlres.h>
#include <wx/panel.h>
#include <wx/gdicmn.h>
#include <wx/font.h>
#include <wx/colour.h>
#include <wx/settings.h>
#include <wx/string.h>
#include <wx/menu.h>
#include <wx/frame.h>
#include <wx/aui/aui.h>
class MainFrame : public wxFrame
{
private:
protected:
wxPanel* m_panelMainView;
wxMenuBar* m_menubar2;
public:
MainFrame( wxWindow* parent, wxWindowID id = wxID_ANY, const wxString& title = wxT("SimpleAui"), const wxPoint& pos = wxDefaultPosition, const wxSize& size = wxSize( 646,516 ), long style = wxDEFAULT_FRAME_STYLE|wxTAB_TRAVERSAL );
wxAuiManager m_mgr;
~MainFrame();
};
#endif //__GENERATEDFRAME_H__
GeneratedFrame.cpp
#include "GeneratedFrame.h"
MainFrame::MainFrame( wxWindow* parent, wxWindowID id, const wxString& title, const wxPoint& pos, const wxSize& size, long style ) : wxFrame( parent, id, title, pos, size, style )
{
this->SetSizeHints( wxDefaultSize, wxDefaultSize );
m_mgr.SetManagedWindow(this);
m_mgr.SetFlags(wxAUI_MGR_LIVE_RESIZE);
m_panelMainView = new wxPanel( this, wxID_ANY, wxDefaultPosition, wxDefaultSize, wxTAB_TRAVERSAL );
m_panelMainView->SetForegroundColour( wxSystemSettings::GetColour( wxSYS_COLOUR_ACTIVECAPTION ) );
m_panelMainView->SetBackgroundColour( wxSystemSettings::GetColour( wxSYS_COLOUR_INFOBK ) );
m_mgr.AddPane( m_panelMainView, wxAuiPaneInfo() .Name( wxT("MainView") ).Center() .Caption( wxT("Main View") ).MinimizeButton( true ).PinButton( true ).Dock().Resizable().FloatingSize( wxDefaultSize ).Floatable( false ) );
m_menubar2 = new wxMenuBar( 0 );
this->SetMenuBar( m_menubar2 );
m_mgr.Update();
this->Centre( wxBOTH );
}
MainFrame::~MainFrame()
{
m_mgr.UnInit();
}
AppFrame.h
#ifndef __AppFrame_h__
#define __AppFrame_h__
#include "GeneratedFrame.h"
#include "SimpleAuiApp.h"
class AppFrame : public MainFrame
{
public:
// Constructor/Descructor
AppFrame( wxWindow* parent, ApplicationData* pAppData );
~AppFrame( );
// display update (called from main App on an update event)
void UpdateDisplay( );
private:
// pointer to the main data structure
ApplicationData* m_pAppData;
void OnPaint( wxPaintEvent& event );
};
#endif //__AppFrame_h__
AppFrame.cpp
#include "AppFrame.h"
#include "SimpleAuiApp.h"
#include <iostream>
// Constructor for the frame
AppFrame::AppFrame( wxWindow* parent, ApplicationData* pAppData )
: MainFrame( parent )
{
// Pull in the app data pointer
m_pAppData = pAppData;
// Set the size of the inner drawing area of the frame
SetClientSize( 500, 500 );
// Show the frame
Show();
// Layout the frame
Layout();
// Bind to the wxEVT_PAINT event
Bind( wxEVT_PAINT, &AppFrame::OnPaint, this );
}
// Destructor for the frame
AppFrame::~AppFrame( )
{
// stop the update timer for the application, otherwise a timer update
// event can be generated while data is being deleted
if( m_pAppData->m_pTimer )
{
m_pAppData->m_pTimer->Stop( );
}
}
void AppFrame::OnPaint( wxPaintEvent& event )
{
std::cout << "Running AppFrame::OnPaint\n";
UpdateDisplay( );
}
// perform frame update for the display
void AppFrame::UpdateDisplay( )
{
std::cout << "Running AppFrame::UpdateDisplay\n";
}
SimpleAuiApp.h
#ifndef __SimpleAuiApp_h__
#define __SimpleAuiApp_h__
#include <wx/wx.h>
#define DEFAULT_UPDATE_RATE (10) // in Hz (set to 0 for OnIdle)
// Forward declarations
class AppFrame;
struct ApplicationData
{
// constructor
ApplicationData( )
{
m_pFrame = NULL;
m_pTimer = NULL;
m_nDisplayUpdateRate = DEFAULT_UPDATE_RATE;
}
// timer object for frame based updates
wxTimer* m_pTimer;
// rate of display update (in HZ) (0=update on idle)
int m_nDisplayUpdateRate;
// pointer to the main frame instance
AppFrame* m_pFrame;
};
// Main application class
// (derived from the wxWidget App class)
class SimpleAuiApp : public wxApp
{
public:
SimpleAuiApp( );
virtual ~SimpleAuiApp( );
// the main application data structure
ApplicationData m_AppData;
private:
// called by wxApp when starting up, program setup should be done here
bool OnInit( );
// called by wxApp when shutting down, program cleanup should be done here
int OnExit( );
// When running with "fixed" framerate, called for each timer event (frame)
void OnTimer( wxTimerEvent& event );
};
DECLARE_APP( SimpleAuiApp )
#endif //__SimpleAuiApp_h__
SimpleAuiApp.cpp
#include <wx/wx.h>
#include "SimpleAuiApp.h"
#include "AppFrame.h"
#include <iostream>
IMPLEMENT_APP( SimpleAuiApp )
SimpleAuiApp::SimpleAuiApp( )
{
}
SimpleAuiApp::~SimpleAuiApp( )
{
}
bool SimpleAuiApp::OnInit( )
{
// Open a console window for errors and standard output
AllocConsole( );
freopen( "CONOUT$", "wb", stdout );
freopen( "CONOUT$", "wb", stderr );
std::cout << "Initialization started...\n";
// Create the main application frame
m_AppData.m_pFrame = new AppFrame( (wxWindow*) NULL, &m_AppData );
// Bring the frame to the front
SetTopWindow( m_AppData.m_pFrame );
// See if a fixed frame rate is specified
if ( m_AppData.m_nDisplayUpdateRate > 0 )
{
// Start a timer to update the display at a fixed frame rate.
// Note that rate is increased by 10% to make up for wxWidget's inaccurate timers.
m_AppData.m_pTimer = new wxTimer( this );
float fMilliSeconds = 1000.0 / ( m_AppData.m_nDisplayUpdateRate * 1.1f );
m_AppData.m_pTimer->Start( fMilliSeconds );
Bind( wxEVT_TIMER, &SimpleAuiApp::OnTimer, this );
}
else
{
// capture the "on idle" event when not running at a fixed frame rate
Bind( wxEVT_IDLE, &SimpleAuiApp::OnIdle, this );
}
std::cout << "Initialization completed...\n";
return true;
}
// -------------------------------------------------------------
// Framerate - functions bound to framerate related events.
// Either OnTimer() or OnIdle() should be called here for each
// frame, but never both. They are two different refresh
// methods.
// -------------------------------------------------------------
// Called by widget app code on timer event
void SimpleAuiApp::OnTimer( wxTimerEvent& event )
{
std::cout << "Called SimpleAuiApp::OnTimer \n";
// update the frame's display
m_AppData.m_pFrame->UpdateDisplay( );
}
// -------------------------------------------------------------
// OnExit - Called by widget app code on shutdown
// -------------------------------------------------------------
int SimpleAuiApp::OnExit( )
{
// stop (and delete) the update timer if needed
if ( m_AppData.m_pTimer )
{
m_AppData.m_pTimer->Stop( );
delete m_AppData.m_pTimer;
m_AppData.m_pTimer = NULL;
}
// close the console window if needed
FreeConsole( );
// exit successful
return 0;
}
最佳答案
问题最终是,您附加到主Frame的AUI管理器在传播时会消耗wxEVT_PAINT事件,并且永远不会到达Frame的类。但是,相框的孩子确实会收到事件。
我不仅使用Frame类中的Bind(),还调用m_panelgl-> Bind,其中m_panelgl是保存OpenGL画布的子容器。