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#include "Workspace.h"
Workspace::Workspace(wxWindow* parent, wxString name) : WorkspaceBase(parent)
{
m_name = name;
m_glContext = new wxGLContext(m_glCanvas);
}
Workspace::~Workspace()
{
std::vector<Element*>::iterator it = m_elementList.begin();
while(it != m_elementList.end()) {
if(!(*it)) delete *it;
it++;
}
}
void Workspace::OnPaint(wxPaintEvent& event)
{
wxPaintDC dc(m_glCanvas);
m_glContext->SetCurrent(*m_glCanvas);
SetViewport();
// desenhar
std::vector<Element*>::iterator it = m_elementList.begin();
while(it != m_elementList.end()) {
Element* element = *it;
element->Draw(wxPoint2DDouble(0,0), 1);
it++;
}
glFlush();
m_glCanvas->SwapBuffers();
}
void Workspace::SetViewport()
{
glClearColor(1.0, 1.0, 1.0, 1.0);
glClear(GL_COLOR_BUFFER_BIT);
glDisable(GL_DEPTH_TEST);
glEnable(GL_TEXTURE_2D);
glEnable(GL_COLOR_MATERIAL);
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glEnable(GL_LINE_SMOOTH);
double width = m_glCanvas->GetSize().x - 1;
double height = m_glCanvas->GetSize().y - 1;
glViewport(0, 0, width, height); // viewport cobrindo toda a tela
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
gluOrtho2D(0.0, width, height, 0.0);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
}
void Workspace::OnLeftClickDown(wxMouseEvent& event)
{
Bus* newBus = new Bus(event.GetPosition());
m_elementList.push_back(newBus);
Redraw();
}
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