本文整理汇总了C++中Controller::add_int_property方法的典型用法代码示例。如果您正苦于以下问题:C++ Controller::add_int_property方法的具体用法?C++ Controller::add_int_property怎么用?C++ Controller::add_int_property使用的例子?那么, 这里精选的方法代码示例或许可以为您提供帮助。您也可以进一步了解该方法所在类Controller
的用法示例。
在下文中一共展示了Controller::add_int_property方法的1个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的C++代码示例。
示例1:
/**
* Graphical user interface for Toonloop.
*
* Here we create the window and a Clutter stage with actors.
*
* Exits the application if OpenGL needs are not met.
*/
Gui::Gui(Application* owner) :
video_input_width_(1),
video_input_height_(1),
owner_(owner),
isFullscreen_(false),
current_layout_(LAYOUT_SPLITSCREEN),
onionskin_opacity_(50),
onionskin_enabled_(false),
enable_info_(false),
enable_help_(false),
crossfade_ratio_(0.0),
fps_calculation_timer_(),
number_of_frames_in_last_second_(0),
rendering_fps_(0),
info_window_(owner),
is_shown_(false)
{
Controller *controller = owner_->get_controller();
controller->next_image_to_play_signal_.connect(boost::bind(&Gui::on_next_image_to_play, this, _1, _2, _3));
controller->add_frame_signal_.connect(boost::bind(&Gui::on_frame_added, this, _1, _2));
controller->save_clip_signal_.connect(boost::bind(&Gui::on_save_clip, this, _1, _2));
controller->save_project_signal_.connect(boost::bind(&Gui::on_save_project, this, _1));
//TODO: controller->no_image_to_play_signals_.connect(boost::bind(&Gui::on_no_image_to_play, this))
// add properties:
controller->add_int_property("blending_mode", 0)->value_changed_signal_.connect(boost::bind(&Gui::on_blending_mode_int_property_changed, this, _1, _2));
controller->add_float_property("crossfade_ratio", 0.0)->value_changed_signal_.connect(boost::bind(&Gui::on_crossfade_ratio_changed, this, _1, _2));
controller->add_int_property("livefeed_opacity", 255)->value_changed_signal_.connect(boost::bind(&Gui::on_livefeed_opacity_changed, this, _1, _2));
controller->add_int_property("black_out", 0)->value_changed_signal_.connect(boost::bind(&Gui::on_black_out_changed, this, _1, _2));
controller->add_int_property("black_out_opacity", 255)->value_changed_signal_.connect(boost::bind(&Gui::on_black_out_opacity_changed, this, _1, _2));
controller->add_int_property("playback_opacity", 255)->value_changed_signal_.connect(boost::bind(&Gui::on_playback_opacity_changed, this, _1, _2));
if (owner_->get_configuration()->get_shaders_enabled())
{
load_effects();
}
}