#include #include #include #include #include #include #include #include #include #include "console.h" osgLua::Script *createScript() { osgLua::Script *s = new osgLua::Script(); /* you can do this or let the script enable and load * libraries using osgLua.load(...) */ s->enable("osg"); return s; } int main(int argc, char **argv) { // use an ArgumentParser object to manage the program arguments. osg::ArgumentParser arguments(&argc,argv); // set up the usage document, in case we need to print out how to use this program. arguments.getApplicationUsage()->setDescription(arguments.getApplicationName()+" is the example which demonstrates how to do Head Up Displays."); arguments.getApplicationUsage()->setCommandLineUsage(arguments.getApplicationName()+" [options] [filename] ..."); arguments.getApplicationUsage()->addCommandLineOption("-h or --help","Display this information"); // construct the viewer. osgViewer::Viewer viewer(arguments); // get details on keyboard and mouse bindings used by the viewer. viewer.getUsage(*arguments.getApplicationUsage()); // if user request help write it out to cout. if (arguments.read("-h") || arguments.read("--help")) { arguments.getApplicationUsage()->write(std::cout); return 1; } // any option left unread are converted into errors to write out later. arguments.reportRemainingOptionsAsUnrecognized(); // report any errors if they have occured when parsing the program aguments. if (arguments.errors()) { arguments.writeErrorMessages(std::cout); return 1; } // read the scene from the list of file specified commandline args. osg::ref_ptr scene = osgDB::readNodeFiles(arguments); osg::ref_ptr group = new osg::Group; osg::ref_ptr root = new osg::Group; group->addChild(root.get()); if (scene.valid()) root->addChild(scene.get()); osg::ref_ptr console = new osgLua::Console(50); osg::ref_ptr script = createScript(); console->setScript(script.get()); group->addChild( console.get() ); console->addText("Wellcome to osgLua.\n\n"); console->addText("Press (esc) to exit"); console->addText(""); script->set(root.get(),"root"); // set the scene to render viewer.setSceneData(group.get()); // create the windows and run the threads. viewer.realize(); // attach to viewer and set ratio settings console->attachToViewer(&viewer); viewer.run(); return 0; }