mirror of
https://github.com/cjcliffe/CubicSDR.git
synced 2026-10-08 00:00:23 -04:00
Initial experiment /w wxWidgets opengl view and sdr sampling.
Includes working rtl-sdr sampling thread test.
This commit is contained in:
@@ -0,0 +1,453 @@
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#define OPENGL
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//WX_GL_CORE_PROFILE 1
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//WX_GL_MAJOR_VERSION 3
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//WX_GL_MINOR_VERSION 2
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#include "wx/wxprec.h"
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#ifndef WX_PRECOMP
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#include "wx/wx.h"
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#endif
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#if !wxUSE_GLCANVAS
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#error "OpenGL required: set wxUSE_GLCANVAS to 1 and rebuild the library"
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#endif
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#include "CubicSDR.h"
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// ----------------------------------------------------------------------------
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// constants
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// ----------------------------------------------------------------------------
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// control ids
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enum {
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SpinTimer = wxID_HIGHEST + 1
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};
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// ----------------------------------------------------------------------------
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// helper functions
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// ----------------------------------------------------------------------------
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static void CheckGLError() {
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GLenum errLast = GL_NO_ERROR;
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for (;;) {
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GLenum err = glGetError();
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if (err == GL_NO_ERROR)
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return;
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// normally the error is reset by the call to glGetError() but if
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// glGetError() itself returns an error, we risk looping forever here
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// so check that we get a different error than the last time
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if (err == errLast) {
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wxLogError
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(wxT("OpenGL error state couldn't be reset."));
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return;
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}
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errLast = err;
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wxLogError
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(wxT("OpenGL error %d"), err);
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}
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}
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// function to draw the texture for cube faces
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static wxImage DrawDice(int size, unsigned num) {
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wxASSERT_MSG(num >= 1 && num <= 6, wxT("invalid dice index"));
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const int dot = size / 16; // radius of a single dot
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const int gap = 5 * size / 32; // gap between dots
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wxBitmap bmp(size, size);
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wxMemoryDC dc;
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dc.SelectObject(bmp);
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dc.SetBackground(*wxWHITE_BRUSH);
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dc.Clear();
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dc.SetBrush(*wxBLACK_BRUSH);
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// the upper left and lower right points
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if (num != 1) {
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dc.DrawCircle(gap + dot, gap + dot, dot);
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dc.DrawCircle(size - gap - dot, size - gap - dot, dot);
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}
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// draw the central point for odd dices
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if (num % 2) {
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dc.DrawCircle(size / 2, size / 2, dot);
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}
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// the upper right and lower left points
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if (num > 3) {
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dc.DrawCircle(size - gap - dot, gap + dot, dot);
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dc.DrawCircle(gap + dot, size - gap - dot, dot);
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}
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// finally those 2 are only for the last dice
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if (num == 6) {
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dc.DrawCircle(gap + dot, size / 2, dot);
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dc.DrawCircle(size - gap - dot, size / 2, dot);
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}
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dc.SelectObject(wxNullBitmap);
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return bmp.ConvertToImage();
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}
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// ============================================================================
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// implementation
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// ============================================================================
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// ----------------------------------------------------------------------------
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// PrimaryGLContext
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// ----------------------------------------------------------------------------
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PrimaryGLContext::PrimaryGLContext(wxGLCanvas *canvas) :
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wxGLContext(canvas) {
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SetCurrent(*canvas);
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// set up the parameters we want to use
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glEnable(GL_CULL_FACE);
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glEnable(GL_DEPTH_TEST);
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glEnable(GL_LIGHTING);
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glEnable(GL_LIGHT0);
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glEnable(GL_TEXTURE_2D);
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// add slightly more light, the default lighting is rather dark
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GLfloat ambient[] = { 0.5, 0.5, 0.5, 0.5 };
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glLightfv(GL_LIGHT0, GL_AMBIENT, ambient);
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// set viewing projection
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glMatrixMode(GL_PROJECTION);
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glLoadIdentity();
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glFrustum(-0.5f, 0.5f, -0.5f, 0.5f, 1.0f, 3.0f);
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// create the textures to use for cube sides: they will be reused by all
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// canvases (which is probably not critical in the case of simple textures
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// we use here but could be really important for a real application where
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// each texture could take many megabytes)
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glGenTextures(WXSIZEOF(m_textures), m_textures);
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for (unsigned i = 0; i < WXSIZEOF(m_textures); i++) {
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glBindTexture(GL_TEXTURE_2D, m_textures[i]);
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glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
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glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP);
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glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
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const wxImage img(DrawDice(256, i + 1));
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glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, img.GetWidth(), img.GetHeight(), 0, GL_RGB, GL_UNSIGNED_BYTE, img.GetData());
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}
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CheckGLError();
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}
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void PrimaryGLContext::DrawRotatedCube(float xangle, float yangle) {
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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glMatrixMode(GL_MODELVIEW);
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glLoadIdentity();
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glTranslatef(0.0f, 0.0f, -2.0f);
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glRotatef(xangle, 1.0f, 0.0f, 0.0f);
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glRotatef(yangle, 0.0f, 1.0f, 0.0f);
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// draw six faces of a cube of size 1 centered at (0, 0, 0)
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glBindTexture(GL_TEXTURE_2D, m_textures[0]);
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glBegin(GL_QUADS);
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glNormal3f(0.0f, 0.0f, 1.0f);
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glTexCoord2f(0, 0);
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glVertex3f(0.5f, 0.5f, 0.5f);
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glTexCoord2f(1, 0);
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glVertex3f(-0.5f, 0.5f, 0.5f);
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glTexCoord2f(1, 1);
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glVertex3f(-0.5f, -0.5f, 0.5f);
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glTexCoord2f(0, 1);
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glVertex3f(0.5f, -0.5f, 0.5f);
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glEnd();
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glBindTexture(GL_TEXTURE_2D, m_textures[1]);
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glBegin(GL_QUADS);
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glNormal3f(0.0f, 0.0f, -1.0f);
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glTexCoord2f(0, 0);
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glVertex3f(-0.5f, -0.5f, -0.5f);
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glTexCoord2f(1, 0);
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glVertex3f(-0.5f, 0.5f, -0.5f);
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glTexCoord2f(1, 1);
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glVertex3f(0.5f, 0.5f, -0.5f);
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glTexCoord2f(0, 1);
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glVertex3f(0.5f, -0.5f, -0.5f);
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glEnd();
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glBindTexture(GL_TEXTURE_2D, m_textures[2]);
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glBegin(GL_QUADS);
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glNormal3f(0.0f, 1.0f, 0.0f);
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glTexCoord2f(0, 0);
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glVertex3f(0.5f, 0.5f, 0.5f);
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glTexCoord2f(1, 0);
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glVertex3f(0.5f, 0.5f, -0.5f);
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glTexCoord2f(1, 1);
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glVertex3f(-0.5f, 0.5f, -0.5f);
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glTexCoord2f(0, 1);
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glVertex3f(-0.5f, 0.5f, 0.5f);
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glEnd();
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glBindTexture(GL_TEXTURE_2D, m_textures[3]);
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glBegin(GL_QUADS);
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glNormal3f(0.0f, -1.0f, 0.0f);
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glTexCoord2f(0, 0);
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glVertex3f(-0.5f, -0.5f, -0.5f);
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glTexCoord2f(1, 0);
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glVertex3f(0.5f, -0.5f, -0.5f);
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glTexCoord2f(1, 1);
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glVertex3f(0.5f, -0.5f, 0.5f);
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glTexCoord2f(0, 1);
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glVertex3f(-0.5f, -0.5f, 0.5f);
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glEnd();
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glBindTexture(GL_TEXTURE_2D, m_textures[4]);
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glBegin(GL_QUADS);
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glNormal3f(1.0f, 0.0f, 0.0f);
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glTexCoord2f(0, 0);
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glVertex3f(0.5f, 0.5f, 0.5f);
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glTexCoord2f(1, 0);
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glVertex3f(0.5f, -0.5f, 0.5f);
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glTexCoord2f(1, 1);
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glVertex3f(0.5f, -0.5f, -0.5f);
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glTexCoord2f(0, 1);
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glVertex3f(0.5f, 0.5f, -0.5f);
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glEnd();
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glBindTexture(GL_TEXTURE_2D, m_textures[5]);
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glBegin(GL_QUADS);
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glNormal3f(-1.0f, 0.0f, 0.0f);
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glTexCoord2f(0, 0);
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glVertex3f(-0.5f, -0.5f, -0.5f);
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glTexCoord2f(1, 0);
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glVertex3f(-0.5f, -0.5f, 0.5f);
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glTexCoord2f(1, 1);
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glVertex3f(-0.5f, 0.5f, 0.5f);
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glTexCoord2f(0, 1);
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glVertex3f(-0.5f, 0.5f, -0.5f);
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glEnd();
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glFlush();
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CheckGLError();
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}
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// ----------------------------------------------------------------------------
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// CubicSDR: the application object
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// ----------------------------------------------------------------------------
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IMPLEMENT_APP(CubicSDR)
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bool CubicSDR::OnInit() {
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if (!wxApp::OnInit())
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return false;
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new AppFrame();
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m_pThread = new SDRThread(this);
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if (m_pThread->Run() != wxTHREAD_NO_ERROR) {
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wxLogError
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("Can't create the thread!");
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delete m_pThread;
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m_pThread = NULL;
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}
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return true;
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}
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int CubicSDR::OnExit() {
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delete m_glContext;
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{
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wxCriticalSectionLocker enter(m_pThreadCS);
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if (m_pThread) {
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wxMessageOutputDebug().Printf("CubicSDR: deleting thread");
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if (m_pThread->Delete() != wxTHREAD_NO_ERROR) {
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wxLogError
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("Can't delete the thread!");
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}
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}
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}
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// while (1) {
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// { wxCriticalSectionLocker enter(m_pThreadCS);
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// if (!m_pThread)
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// break;
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// }
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// // wait for thread completion
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// wxThread::This()->Sleep(1);
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// }
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return wxApp::OnExit();
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}
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PrimaryGLContext& CubicSDR::GetContext(wxGLCanvas *canvas) {
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PrimaryGLContext *glContext;
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if (!m_glContext) {
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// Create the OpenGL context for the first mono window which needs it:
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// subsequently created windows will all share the same context.
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m_glContext = new PrimaryGLContext(canvas);
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}
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glContext = m_glContext;
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glContext->SetCurrent(*canvas);
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return *glContext;
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}
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// ----------------------------------------------------------------------------
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// TestGLCanvas
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// ----------------------------------------------------------------------------
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wxBEGIN_EVENT_TABLE(TestGLCanvas, wxGLCanvas) EVT_PAINT(TestGLCanvas::OnPaint)
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EVT_KEY_DOWN(TestGLCanvas::OnKeyDown)
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EVT_TIMER(SpinTimer, TestGLCanvas::OnSpinTimer)
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wxEND_EVENT_TABLE()
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TestGLCanvas::TestGLCanvas(wxWindow *parent, int *attribList)
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// With perspective OpenGL graphics, the wxFULL_REPAINT_ON_RESIZE style
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// flag should always be set, because even making the canvas smaller should
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// be followed by a paint event that updates the entire canvas with new
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// viewport settings.
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:
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wxGLCanvas(parent, wxID_ANY, attribList, wxDefaultPosition, wxDefaultSize,
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wxFULL_REPAINT_ON_RESIZE), m_xangle(30.0), m_yangle(30.0), m_spinTimer(this, SpinTimer) {
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// if ( attribList )
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// {
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// int i = 0;
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// while ( attribList[i] != 0 )
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// {
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// ++i;
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// }
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// }
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}
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void TestGLCanvas::OnPaint(wxPaintEvent& WXUNUSED(event)) {
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// This is required even though dc is not used otherwise.
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wxPaintDC dc(this);
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// Set the OpenGL viewport according to the client size of this canvas.
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// This is done here rather than in a wxSizeEvent handler because our
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// OpenGL rendering context (and thus viewport setting) is used with
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// multiple canvases: If we updated the viewport in the wxSizeEvent
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// handler, changing the size of one canvas causes a viewport setting that
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// is wrong when next another canvas is repainted.
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const wxSize ClientSize = GetClientSize();
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PrimaryGLContext& canvas = wxGetApp().GetContext(this);
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glViewport(0, 0, ClientSize.x, ClientSize.y);
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// Render the graphics and swap the buffers.
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canvas.DrawRotatedCube(m_xangle, m_yangle);
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SwapBuffers();
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}
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void TestGLCanvas::Spin(float xSpin, float ySpin) {
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m_xangle += xSpin;
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m_yangle += ySpin;
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Refresh(false);
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}
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void TestGLCanvas::OnKeyDown(wxKeyEvent& event) {
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float angle = 5.0;
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switch (event.GetKeyCode()) {
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case WXK_RIGHT:
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Spin(0.0, -angle);
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break;
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case WXK_LEFT:
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Spin(0.0, angle);
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break;
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case WXK_DOWN:
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Spin(-angle, 0.0);
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break;
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case WXK_UP:
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Spin(angle, 0.0);
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break;
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case WXK_SPACE:
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if (m_spinTimer.IsRunning())
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m_spinTimer.Stop();
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else
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m_spinTimer.Start(1);
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break;
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default:
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event.Skip();
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return;
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}
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}
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void TestGLCanvas::OnSpinTimer(wxTimerEvent& WXUNUSED(event)) {
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Spin(0.0, 4.0);
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}
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wxString glGetwxString(GLenum name) {
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const GLubyte *v = glGetString(name);
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if (v == 0) {
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// The error is not important. It is GL_INVALID_ENUM.
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// We just want to clear the error stack.
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glGetError();
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return wxString();
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}
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return wxString((const char*) v);
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}
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// ----------------------------------------------------------------------------
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// AppFrame: main application window
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// ----------------------------------------------------------------------------
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wxBEGIN_EVENT_TABLE(AppFrame, wxFrame) EVT_MENU(wxID_NEW, AppFrame::OnNewWindow)
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EVT_MENU(wxID_CLOSE, AppFrame::OnClose)
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wxEND_EVENT_TABLE()
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AppFrame::AppFrame() :
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wxFrame(NULL, wxID_ANY, wxT("CubicSDR")) {
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new TestGLCanvas(this, NULL);
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SetIcon(wxICON(sample));
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// Make a menubar
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wxMenu *menu = new wxMenu;
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menu->Append(wxID_NEW);
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menu->AppendSeparator();
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menu->Append(wxID_CLOSE);
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wxMenuBar *menuBar = new wxMenuBar;
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menuBar->Append(menu, wxT("&Cube"));
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SetMenuBar(menuBar);
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CreateStatusBar();
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SetClientSize(400, 400);
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Show();
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// static const int attribs[] = { WX_GL_RGBA, WX_GL_DOUBLEBUFFER, 0 };
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// wxLogStatus("Double-buffered display %s supported", wxGLCanvas::IsDisplaySupported(attribs) ? "is" : "not");
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// ShowFullScreen(true);
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}
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void AppFrame::OnClose(wxCommandEvent& WXUNUSED(event)) {
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// true is to force the frame to close
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Close(true);
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}
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void AppFrame::OnNewWindow(wxCommandEvent& WXUNUSED(event)) {
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new AppFrame();
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}
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