本文整理汇总了C++中GLUI::add_column方法的典型用法代码示例。如果您正苦于以下问题:C++ GLUI::add_column方法的具体用法?C++ GLUI::add_column怎么用?C++ GLUI::add_column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GLUI
的用法示例。
在下文中一共展示了GLUI::add_column方法的6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: init_menu
//############################################ Menu window functions ###############################################
void init_menu()
{
GLUI_Master.close_all(); // Closes the previous windows
GLUI *glui = GLUI_Master.create_glui( "RMS v1.0");
glui->add_column(true); // Adds a column separator
glui->add_statictext("WELCOME!");
glui->add_separator(); // Adds horizontal separator
glui->add_button("NEW USER",SET_NEW_USER,(GLUI_Update_CB)switcher_function); // Adds a button
glui->add_separator();
glui->add_button("OLD USER",SET_OLD_USER, (GLUI_Update_CB)switcher_function);
glui->add_separator();
glui->add_button("Quit",ERROR_CHECK,(GLUI_Update_CB)exit);
glui->add_separator();
glui->add_column(true);
}
示例2: main
//metodo main de la aplicacion
void main(int argc, char** argv){
//inicializar la glut y los buffers
glutInit(&argc, argv);
//frame buffer doble y z-bufer
glutInitDisplayMode(GLUT_DOUBLE|GLUT_RGB|GLUT_DEPTH);
//construir ventana
glutInitWindowSize(1280,650);
glutInitWindowPosition(20,20);
window=glutCreateWindow("Prueba Theremin");
std::cout << "Arranca el programa" << std::endl;
//registrar las callbacks
GLUI_Master.set_glutDisplayFunc(display);
//glutReshapeFunc(reshape);
GLUI_Master.set_glutKeyboardFunc(onKey);
GLUI_Master.set_glutReshapeFunc(reshape);
GLUI * glui;
glui = GLUI_Master.create_glui_subwindow (window,GLUI_SUBWINDOW_TOP);
bt1 = glui->add_button ("Play", 1, gluiMainWindow);
glui->add_column (0);
bt2 = glui->add_button ("Configuracion", 2, gluiMainWindow);
glui->add_column (0);
bt3 = glui->add_button ("Acerca de", 3, gluiMainWindow);
glui->add_column (0);
bt4 = glui->add_button ("Quit", -3, gluiMainWindow);
GLUI_Master.set_glutIdleFunc(idle);
glEnable(GL_DEPTH_TEST);
//Poner en marcha el bucle de eventos
glutMainLoop();
}
示例3: main
int main(int argc, char* argv[])
{
atexit(onExit);
/****************************************/
/* Initialize GLUT and create window */
/****************************************/
glutInit(&argc, argv);
glutInitDisplayMode(GLUT_RGB | GLUT_DOUBLE | GLUT_DEPTH);
glutInitWindowPosition(50, 50);
glutInitWindowSize(500, 500);
main_window = glutCreateWindow("COMP 175 Assignment 2");
glutDisplayFunc(myGlutDisplay);
glutReshapeFunc(myGlutReshape);
/****************************************/
/* Set up OpenGL lighting */
/****************************************/
glClearColor (0.38, 0.38, 0.38, 0.0);
glShadeModel (GL_SMOOTH);
GLfloat light_pos0[] = {0.0f, 0.0f, 1.0f, 0.0f};
GLfloat diffuse[] = {0.5f, 0.5f, 0.5f, 0.0f};
GLfloat ambient[] = {0.1f, 0.1f, 0.1f, 1.0f};
glLightfv (GL_LIGHT0, GL_AMBIENT, ambient);
glLightfv (GL_LIGHT0, GL_DIFFUSE, diffuse);
glLightfv (GL_LIGHT0, GL_POSITION, light_pos0);
glColorMaterial (GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE);
glEnable (GL_COLOR_MATERIAL);
glEnable(GL_LIGHTING);
glEnable (GL_LIGHT0);
glEnable (GL_DEPTH_TEST);
///****************************************/
///* Enable z-buferring */
///****************************************/
glPolygonOffset(1, 1);
/****************************************/
/* Here's the GLUI code */
/****************************************/
GLUI *glui = GLUI_Master.create_glui("GLUI");
GLUI_Panel *render_panel = glui->add_panel("Render");
new GLUI_Checkbox(render_panel, "Wireframe", &wireframe);
new GLUI_Checkbox(render_panel, "Fill", &fill);
new GLUI_Checkbox(render_panel, "Normal", &normal);
(new GLUI_Spinner(render_panel, "Segments X:", &segmentsX))
->set_int_limits(3, 60);
(new GLUI_Spinner(render_panel, "Segments Y:", &segmentsY))
->set_int_limits(3, 60);
GLUI_Panel *camera_panel = glui->add_panel("Camera");
(new GLUI_Spinner(camera_panel, "RotateV:", &camRotV))
->set_int_limits(-179, 179);
(new GLUI_Spinner(camera_panel, "RotateU:", &camRotU))
->set_int_limits(-179, 179);
(new GLUI_Spinner(camera_panel, "RotateW:", &camRotW))
->set_int_limits(-179, 179);
(new GLUI_Spinner(camera_panel, "Angle:", &viewAngle))
->set_int_limits(1, 179);
GLUI_Spinner* eyex_widget = glui->add_spinner_to_panel(camera_panel, "EyeX:", GLUI_SPINNER_FLOAT, &eyeX);
eyex_widget->set_float_limits(-5, 5);
GLUI_Spinner* eyey_widget = glui->add_spinner_to_panel(camera_panel, "EyeY:", GLUI_SPINNER_FLOAT, &eyeY);
eyey_widget->set_float_limits(-5, 5);
GLUI_Spinner* eyez_widget = glui->add_spinner_to_panel(camera_panel, "EyeZ:", GLUI_SPINNER_FLOAT, &eyeZ);
eyez_widget->set_float_limits(-5, 5);
GLUI_Spinner* lookx_widget = glui->add_spinner_to_panel(camera_panel, "LookX:", GLUI_SPINNER_FLOAT, &lookX);
lookx_widget->set_float_limits(-5, 5);
GLUI_Spinner* looky_widget = glui->add_spinner_to_panel(camera_panel, "LookY:", GLUI_SPINNER_FLOAT, &lookY);
looky_widget->set_float_limits(-5, 5);
GLUI_Spinner* lookz_widget = glui->add_spinner_to_panel(camera_panel, "LookZ:", GLUI_SPINNER_FLOAT, &lookZ);
lookz_widget->set_float_limits(-5, 5);
GLUI_Spinner* clipN_widget = glui->add_spinner_to_panel(camera_panel, "Near:", GLUI_SPINNER_FLOAT, &clipNear);
clipN_widget->set_float_limits(0, 10);
GLUI_Spinner* clipF_widget = glui->add_spinner_to_panel(camera_panel, "Far:", GLUI_SPINNER_FLOAT, &clipFar);
clipF_widget->set_float_limits(0, 100);
glui->add_column(true);
GLUI_Panel *obj_panel = glui->add_panel("Object Type");
GLUI_RadioGroup *group1 =
glui->add_radiogroup_to_panel(obj_panel, (int*)(&objType), 3, callback_obj);
glui->add_radiobutton_to_group(group1, "Cube");
glui->add_radiobutton_to_group(group1, "Cylinder");
//.........这里部分代码省略.........
示例4: main
int main(int argc, char* argv[])
{
atexit(onExit);
/****************************************/
/* Initialize GLUT and create window */
/****************************************/
glutInit(&argc, argv);
glutInitDisplayMode(GLUT_RGB | GLUT_DOUBLE | GLUT_DEPTH);
glutInitWindowPosition(100, 100);
glutInitWindowSize(windowXSize, windowYSize);
main_window = glutCreateWindow("COMP 175 In Class Assignment 7");
glutDisplayFunc(myGlutDisplay);
glutReshapeFunc(myGlutReshape);
/****************************************/
/* Set up OpenGL lighting */
/****************************************/
glShadeModel(GL_SMOOTH);
glColorMaterial(GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE);
glEnable(GL_COLOR_MATERIAL);
glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, 1);
static float one[] = { 1, 1, 1, 1 };
glLightModelfv(GL_LIGHT_MODEL_AMBIENT, one);
/****************************************/
/* Enable z-buferring */
/****************************************/
glEnable(GL_DEPTH_TEST);
glPolygonOffset(1, 1);
/****************************************/
/* Setup textured Objects */
/****************************************/
myObject->setTexture(0,"./data/pink.ppm");
myObject->setTexture(1,"./data/smile.ppm");
/****************************************/
/* Here's the GLUI code */
/****************************************/
GLUI *glui = GLUI_Master.create_glui("GLUI");
GLUI_Scrollbar* sb1 = new GLUI_Scrollbar(glui, "Red", GLUI_SCROLL_HORIZONTAL, &red_Scroll, COLORR_ID, control_cb);
sb1->set_int_limits(0, 255);
GLUI_Scrollbar* sb2 = new GLUI_Scrollbar(glui, "Green", GLUI_SCROLL_HORIZONTAL, &green_Scroll, COLORG_ID, control_cb);
sb2->set_int_limits(0, 255);
GLUI_Scrollbar* sb3 = new GLUI_Scrollbar(glui, "Blue", GLUI_SCROLL_HORIZONTAL, &blue_Scroll, COLORB_ID, control_cb);
sb3->set_int_limits(0, 255);
sb1->set_int_val(255);
sb2->set_int_val(255);
/*
// Create a rotation widget
GLUI_Rotation *view_rot = new GLUI_Rotation(glui, "Objects", view_rotate );
view_rot->set_spin( 1.0 );
// Navigate our scene
new GLUI_Column( glui, false );
GLUI_Translation *trans_x = new GLUI_Translation(glui, "Objects X", GLUI_TRANSLATION_X, obj_pos );
trans_x->set_speed( .1 );
new GLUI_Column( glui, false );
GLUI_Translation *trans_y = new GLUI_Translation( glui, "Objects Y", GLUI_TRANSLATION_Y, &obj_pos[1] );
trans_y->set_speed( .1 );
new GLUI_Column( glui, false );
GLUI_Translation *trans_z = new GLUI_Translation( glui, "Objects Z", GLUI_TRANSLATION_Z, &obj_pos[2] );
trans_z->set_speed( .1 );
*/
glui->add_column(true);
GLUI_Panel *render_panel = glui->add_panel("Render");
new GLUI_Checkbox(render_panel, "Wireframe", &wireframe);
new GLUI_Checkbox(render_panel, "Filled", &filled);
new GLUI_Checkbox(render_panel, "Paint", &paint);
glui->add_button("Quit", 0, (GLUI_Update_CB)exit);
glui->set_main_gfx_window(main_window);
/* We register the idle callback with GLUI, *not* with GLUT */
GLUI_Master.set_glutIdleFunc(myGlutIdle);
GLUI_Master.set_glutMouseFunc( myGlutMouse );
glutMotionFunc( myGlutMotion );
glutMainLoop();
return EXIT_SUCCESS;
}
示例5: main
int main(int argc, char* argv[])
{
atexit(onExit);
/****************************************/
/* Initialize GLUT and create window */
/****************************************/
glutInit(&argc, argv);
glutInitDisplayMode(GLUT_RGB | GLUT_DOUBLE | GLUT_DEPTH);
glutInitWindowPosition(50, 50);
glutInitWindowSize(500, 500);
main_window = glutCreateWindow("COMP 175 In Class Lab 7");
glutDisplayFunc(myGlutDisplay);
glutReshapeFunc(myGlutReshape);
/****************************************/
/* Set up OpenGL lighting */
/****************************************/
// Essentially set the background color of the 3D scene.
//glClearColor(.9f, .9f, .9f, 1.0f);
glClearColor(0.1, 0.1, 0.1, 1.0);
glShadeModel(GL_FLAT);
GLfloat light_pos0[] = { 0.0f, 0.0f, 1.0f, 0.0f };
GLfloat diffuse[] = { 0.5f, 0.5f, 0.5f, 0.0f };
GLfloat ambient[] = { 0.7f, 0.7f, 0.7f, 1.0f };
glLightfv(GL_LIGHT0, GL_AMBIENT, ambient);
glLightfv(GL_LIGHT0, GL_DIFFUSE, diffuse);
glLightfv(GL_LIGHT0, GL_POSITION, light_pos0);
//glColorMaterial(GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE);
glColorMaterial(GL_FRONT, GL_AMBIENT_AND_DIFFUSE);
glEnable(GL_COLOR_MATERIAL);
glEnable(GL_LIGHTING);
glEnable(GL_LIGHT0);
/****************************************/
/* Enable z-buferring */
/****************************************/
glEnable(GL_DEPTH_TEST);
glPolygonOffset(1, 1);
/****************************************/
/* Here's the GLUI code */
/****************************************/
GLUI *glui = GLUI_Master.create_glui("GLUI");
GLUI_Panel *render_panel = glui->add_panel("Render");
new GLUI_Checkbox(render_panel, "Wireframe", &wireframe);
new GLUI_Checkbox(render_panel, "Filled", &filled);
new GLUI_Checkbox(render_panel, "Silhouette", &silhouette);
GLUI_Panel *camera_panel = glui->add_panel("Camera");
(new GLUI_Spinner(camera_panel, "Rotate Y:", &rotY))->set_int_limits(0, 359);
(new GLUI_Spinner(camera_panel, "Scale:", &scale))
->set_int_limits(1, 1000);
filenameTextField = new GLUI_EditText( glui, "Filename:", filenamePath);
filenameTextField->set_w(300);
glui->add_button("Load PLY", 0, callback_load);
glui->add_column(true);
glui->add_button("Quit", 0, (GLUI_Update_CB)exit);
glui->set_main_gfx_window(main_window);
/* We register the idle callback with GLUI, *not* with GLUT */
GLUI_Master.set_glutIdleFunc(myGlutIdle);
glutMainLoop();
return EXIT_SUCCESS;
}
示例6: main
int main(int argc, char* argv[])
{
atexit(onExit);
/****************************************/
/* Initialize GLUT and create window */
/****************************************/
glutInit(&argc, argv);
glutInitDisplayMode(GLUT_RGB | GLUT_DOUBLE | GLUT_DEPTH);
glutInitWindowPosition(50, 50);
glutInitWindowSize(500, 500);
main_window = glutCreateWindow("COMP 175 Assignment 3");
glutDisplayFunc(myGlutDisplay);
glutReshapeFunc(myGlutReshape);
glShadeModel (GL_SMOOTH);
glEnable(GL_DEPTH_TEST);
// Specular reflections will be off without this, since OpenGL calculates
// specular highlights using an infinitely far away camera by default, not
// the actual location of the camera
glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, 1);
// Show all ambient light for the entire scene (not one by default)
GLfloat one[] = { 0.5f, 0.5f, 0.5f, 1.0f };
glLightModelfv(GL_LIGHT_MODEL_AMBIENT, one);
glPolygonOffset(1, 1);
/****************************************/
/* Here's the GLUI code */
/****************************************/
GLUI* glui = GLUI_Master.create_glui("GLUI");
filenameTextField = new GLUI_EditText( glui, "Filename:", filenamePath);
filenameTextField->set_w(300);
glui->add_button("Load", 0, callback_load);
GLUI_Panel *camera_panel = glui->add_panel("Camera");
(new GLUI_Spinner(camera_panel, "RotateV:", &camRotV))
->set_int_limits(-179, 179);
(new GLUI_Spinner(camera_panel, "RotateU:", &camRotU))
->set_int_limits(-179, 179);
(new GLUI_Spinner(camera_panel, "RotateW:", &camRotW))
->set_int_limits(-179, 179);
(new GLUI_Spinner(camera_panel, "Angle:", &viewAngle))
->set_int_limits(1, 179);
glui->add_column_to_panel(camera_panel, true);
GLUI_Spinner* eyex_widget = glui->add_spinner_to_panel(camera_panel, "EyeX:", GLUI_SPINNER_FLOAT, &eyeX);
eyex_widget->set_float_limits(-10, 10);
GLUI_Spinner* eyey_widget = glui->add_spinner_to_panel(camera_panel, "EyeY:", GLUI_SPINNER_FLOAT, &eyeY);
eyey_widget->set_float_limits(-10, 10);
GLUI_Spinner* eyez_widget = glui->add_spinner_to_panel(camera_panel, "EyeZ:", GLUI_SPINNER_FLOAT, &eyeZ);
eyez_widget->set_float_limits(-10, 10);
GLUI_Spinner* lookx_widget = glui->add_spinner_to_panel(camera_panel, "LookX:", GLUI_SPINNER_FLOAT, &lookX);
lookx_widget->set_float_limits(-10, 10);
GLUI_Spinner* looky_widget = glui->add_spinner_to_panel(camera_panel, "LookY:", GLUI_SPINNER_FLOAT, &lookY);
looky_widget->set_float_limits(-10, 10);
GLUI_Spinner* lookz_widget = glui->add_spinner_to_panel(camera_panel, "LookZ:", GLUI_SPINNER_FLOAT, &lookZ);
lookz_widget->set_float_limits(-10, 10);
glui->add_column(true);
GLUI_Panel *render_panel = glui->add_panel("Render");
new GLUI_Checkbox(render_panel, "Wireframe", &wireframe);
new GLUI_Checkbox(render_panel, "Fill", &fillObj);
(new GLUI_Spinner(render_panel, "Segments X:", &segmentsX))
->set_int_limits(3, 60);
(new GLUI_Spinner(render_panel, "Segments Y:", &segmentsY))
->set_int_limits(3, 60);
glui->add_button("Quit", 0, (GLUI_Update_CB)exit);
glui->set_main_gfx_window(main_window);
/* We register the idle callback with GLUI, *not* with GLUT */
GLUI_Master.set_glutIdleFunc(myGlutIdle);
glutMainLoop();
return EXIT_SUCCESS;
}