view examples/opengl/hellogl/glwidget_d1.d @ 282:256ab6cb8e85

Signals look-up andNew syntax for connect. The old one will not work from now on. This will allow for the signals overload. Although changes are done for both D1 and D2 versions, D1 won't work because of compiler bugs. I am tired of waiting for fixes.
author eldar
date Fri, 16 Oct 2009 02:43:59 +0000
parents 06e7d3219464
children 1f6923c8cba0
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/****************************************************************************
**
** Copyright (C) 2008 Nokia Corporation and/or its subsidiary(-ies).
** Contact: Qt Software Information (qt-info@nokia.com)
**
** This file is part of the example classes of the Qt Toolkit.
**
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** Licensees holding valid Qt Commercial licenses may use this file in
** accordance with the Qt Commercial License Agreement provided with the
** Software or, alternatively, in accordance with the terms contained in
** a written agreement between you and Nokia.
**
**
** GNU General Public License Usage
** Alternatively, this file may be used under the terms of the GNU
** General Public License versions 2.0 or 3.0 as published by the Free
** Software Foundation and appearing in the file LICENSE.GPL included in
** the packaging of this file.  Please review the following information
** to ensure GNU General Public Licensing requirements will be met:
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import tango.math.Math;

import qt.core.QPoint;
import qt.gui.QMouseEvent;
import qt.opengl.QGLWidget;
import qt.gui.QColor;
import qt.core.QSize;
import qt.opengl.gl;
import qt.opengl.glu;

class GLWidget : QGLWidget
{
//    Q_OBJECT

    public:
        this(QWidget parent = null)
        {
            super(parent);
            object = 0;
            xRot = 0;
            yRot = 0;
            zRot = 0;

            trolltechGreen = QColor.fromCmykF(0.40, 0.0, 1.0, 0.0);
            trolltechPurple = QColor.fromCmykF(0.39, 0.39, 0.0, 0.0);
        }

        ~this()
        {
            makeCurrent();
            glDeleteLists(object, 1);
        }

        QSize minimumSizeHint()
        {
            return QSize(50, 50);
        }

        QSize sizeHint()
        {
            return QSize(400, 400);
        }


    public: // slots:
        void setXRotation(int angle)
        {
            normalizeAngle(&angle);
            if (angle != xRot) {
                xRot = angle;
                xRotationChanged.emit(angle);
                updateGL();
            }
        }

        void setYRotation(int angle)
        {
            normalizeAngle(&angle);
            if (angle != yRot) {
                yRot = angle;
                yRotationChanged.emit(angle);
                updateGL();
            }
        }

        void setZRotation(int angle)
        {
            normalizeAngle(&angle);
            if (angle != zRot) {
                zRot = angle;
                zRotationChanged.emit(angle);
                updateGL();
            }
        }

        mixin Signal!("xRotationChanged", int);
        mixin Signal!("yRotationChanged", int);
        mixin Signal!("zRotationChanged", int);


    protected:
        void initializeGL()
        {
            qglClearColor(trolltechPurple.darker());
            object = makeObject();
            glShadeModel(GL_FLAT);
            glEnable(GL_DEPTH_TEST);
            glEnable(GL_CULL_FACE);
        }

        void paintGL()
        {
            glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
            glLoadIdentity();
            glTranslated(0.0, 0.0, -10.0);
            glRotated(xRot / 16.0, 1.0, 0.0, 0.0);
            glRotated(yRot / 16.0, 0.0, 1.0, 0.0);
            glRotated(zRot / 16.0, 0.0, 0.0, 1.0);
            glCallList(object);
        }

        void resizeGL(int width, int height)
        {
            int side = qMin(width, height);
            glViewport((width - side) / 2, (height - side) / 2, side, side);

            glMatrixMode(GL_PROJECTION);
            glLoadIdentity();
            glOrtho(-0.5, +0.5, +0.5, -0.5, 4.0, 15.0);
            glMatrixMode(GL_MODELVIEW);
        }

        void mousePressEvent(QMouseEvent event)
        {
            lastPos = QPoint(event.pos.x, event.pos.y);
        }

        void mouseMoveEvent(QMouseEvent event)
        {
            int dx = event.x - lastPos.x;
            int dy = event.y - lastPos.y;

            if (event.buttons() & Qt.LeftButton) {
                setXRotation(xRot + 8 * dy);
                setYRotation(yRot + 8 * dx);
            } else if (event.buttons() & Qt.RightButton) {
                setXRotation(xRot + 8 * dy);
                setZRotation(zRot + 8 * dx);
            }
            lastPos = QPoint(event.pos.x, event.pos.y);
        }
    private:
        GLuint makeObject()
        {
            GLuint list = glGenLists(1);
            glNewList(list, GL_COMPILE);

            glBegin(GL_QUADS);

            GLdouble x1 = +0.06;
            GLdouble y1 = -0.14;
            GLdouble x2 = +0.14;
            GLdouble y2 = -0.06;
            GLdouble x3 = +0.08;
            GLdouble y3 = +0.00;
            GLdouble x4 = +0.30;
            GLdouble y4 = +0.22;

            quad(x1, y1, x2, y2, y2, x2, y1, x1);
            quad(x3, y3, x4, y4, y4, x4, y3, x3);

            extrude(x1, y1, x2, y2);
            extrude(x2, y2, y2, x2);
            extrude(y2, x2, y1, x1);
            extrude(y1, x1, x1, y1);
            extrude(x3, y3, x4, y4);
            extrude(x4, y4, y4, x4);
            extrude(y4, x4, y3, x3);

            const double Pi = 3.14159265358979323846;
            const int NumSectors = 200;

            for (int i = 0; i < NumSectors; ++i) {
                double angle1 = (i * 2 * Pi) / NumSectors;
                GLdouble x5 = 0.30 * sin(angle1);
                GLdouble y5 = 0.30 * cos(angle1);
                GLdouble x6 = 0.20 * sin(angle1);
                GLdouble y6 = 0.20 * cos(angle1);

                double angle2 = ((i + 1) * 2 * Pi) / NumSectors;
                GLdouble x7 = 0.20 * sin(angle2);
                GLdouble y7 = 0.20 * cos(angle2);
                GLdouble x8 = 0.30 * sin(angle2);
                GLdouble y8 = 0.30 * cos(angle2);

                quad(x5, y5, x6, y6, x7, y7, x8, y8);

                extrude(x6, y6, x7, y7);
                extrude(x8, y8, x5, y5);
            }

            glEnd();

            glEndList();
            return list;
        }

        void quad(GLdouble x1, GLdouble y1, GLdouble x2, GLdouble y2,
                   GLdouble x3, GLdouble y3, GLdouble x4, GLdouble y4)
        {
            qglColor(trolltechGreen);

            glVertex3d(x1, y1, -0.05);
            glVertex3d(x2, y2, -0.05);
            glVertex3d(x3, y3, -0.05);
            glVertex3d(x4, y4, -0.05);

            glVertex3d(x4, y4, +0.05);
            glVertex3d(x3, y3, +0.05);
            glVertex3d(x2, y2, +0.05);
            glVertex3d(x1, y1, +0.05);
        }

        void extrude(GLdouble x1, GLdouble y1, GLdouble x2, GLdouble y2)
        {
            qglColor(trolltechGreen.darker(rndint(250 + (100 * x1))));

            glVertex3d(x1, y1, +0.05);
            glVertex3d(x2, y2, +0.05);
            glVertex3d(x2, y2, -0.05);
            glVertex3d(x1, y1, -0.05);
        }

        void normalizeAngle(int *angle)
        {
            while (*angle < 0)
                *angle += 360 * 16;
            while (*angle > 360 * 16)
                *angle -= 360 * 16;
        }

        GLuint object;
        int xRot;
        int yRot;
        int zRot;
        QPoint lastPos;
        QColor trolltechGreen;
        QColor trolltechPurple;
}