-
Notifications
You must be signed in to change notification settings - Fork 122
New issue
Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.
By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.
Already on GitHub? Sign in to your account
Getting an OpenGL widget to work #680
Comments
Answering part of my own question: the rect's coordinates appear to be in the window's coordinate system, with the origin at the top left, versus OpenGL's bottom left. Therefore, to get the example above working, one must subtract the rect's
There is still a problem with the widget's size when it is embedded inside a layout, however, which is the situation I would expect in most non-trivial applications. The following is a minimal example that reproduces this problem. If you leave the import bindbc.opengl;
import dlangui;
import std.stdio;
mixin APP_ENTRY_POINT;
class MainView : FrameLayout
{
this(string id)
{
super(id);
// Uncomment this line to give the widget a non-zero height.
//padding = 1;
layoutWidth = FILL_PARENT;
layoutHeight = FILL_PARENT;
backgroundDrawable = DrawableRef(new OpenGLDrawable(&render));
}
void render(Rect windowRect, Rect rc)
{
writeln(rc);
writeln("left: ", rc.left, ", bottom: ", rc.bottom, ", width: ", rc
.width, ", height: ", rc.height);
// Clear the widget to pink.
glEnable(GL_SCISSOR_TEST);
glScissor(rc.left, windowRect.height - rc.bottom, rc.width, rc.height);
glClearColor(1, 0, 1, 0);
glClear(GL_COLOR_BUFFER_BIT);
glDisable(GL_SCISSOR_TEST);
}
}
extern (C) int UIAppMain(string[] args)
{
Window window = Platform.instance.createWindow("Game Maker", null);
window.mainWidget = parseML(q{
VerticalLayout {
id: ViewLayout
layoutWidth: fill; layoutHeight: fill
}
});
auto viewLayout = cast(VerticalLayout) window.mainWidget.childById("ViewLayout");
viewLayout.addChild(new MainView("MainView"));
window.show();
return Platform.instance.enterMessageLoop();
} |
I am unable to get an OpenGL widget working. I used opengl.d as a reference and I noticed that if I don't specify a
padding
ormargins
, the widget has 0 size. Moreover, therect
that gets passed in does not seem to map to the widget's location on the screen anyway.Below is a minimal example where nothing gets drawn. If I replace the OpenGL widget with a button, however, the button does appear on the screen.
Any help on getting this example to work would be appreciated. Thank you.
The text was updated successfully, but these errors were encountered: