本文整理汇总了C++中GLUI_Spinner类的典型用法代码示例。如果您正苦于以下问题:C++ GLUI_Spinner类的具体用法?C++ GLUI_Spinner怎么用?C++ GLUI_Spinner使用的例子?那么, 这里精选的类代码示例或许可以为您提供帮助。
在下文中一共展示了GLUI_Spinner类的15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: AddControl
bool GLUIRealTimePlannerGUI::Initialize()
{
if(!BaseT::Initialize()) return false;
glui = GLUI_Master.create_glui_subwindow(main_window,GLUI_SUBWINDOW_RIGHT);
glui->set_main_gfx_window(main_window);
AddControl(glui->add_button("New target"),"new_target");
AddControl(glui->add_checkbox("Draw desired"),"draw_desired");
AddControl(glui->add_checkbox("Draw commanded"),"draw_desired");
AddControl(glui->add_checkbox("Draw UI"),"draw_ui");
AddControl(glui->add_checkbox("Draw path"),"draw_path");
AddControl(glui->add_checkbox("Draw contacts"),"draw_contacts");
GLUI_Spinner* spinner = glui->add_spinner("Collision margin",GLUI_SPINNER_FLOAT);
spinner->set_float_limits(0.0,1.0);
AddControl(spinner,"collision_margin");
AnyCollection c;
bool res=c.read("{type:button_press,button:new_target}");
Assert(res == true);
AddCommandRule(c,"new_target","");
res=c.read("{type:widget_value,widget:collision_margin,value:_1}");
Assert(res == true);
AddCommandRule(c,"set_collision_margin","_1");
printf("Done initializing...\n");
return true;
}
示例2: main
int main(int argc, char *argv[])
{
glutInit(&argc, argv);
glutInitDisplayMode(GLUT_DOUBLE | GLUT_RGB); // use double-buffering, RGB
glutInitWindowSize(WIN_SIZE, WIN_SIZE);
glutInitWindowPosition(50, 50);
main_window = glutCreateWindow("3D Cube");
init(); // call our init function
glutDisplayFunc(display); // register display function
glutReshapeFunc(reshape);
// create the control panel, initialize some buttons
GLUI *control_panel = GLUI_Master.create_glui("Control box");
new GLUI_StaticText(control_panel, "3D Cube");
new GLUI_Separator(control_panel);
new GLUI_Button(control_panel, "Quit", 0, (GLUI_Update_CB) exit);
new GLUI_Column(control_panel, true);
// Size panel
GLUI_Spinner *size = new GLUI_Spinner(control_panel, "SIZE", GLUI_SPINNER_FLOAT, &SIZE, 0, viewer_callback);
size->set_float_limits(1.0, 20.0);
new GLUI_Column(control_panel, true);
// eye position / looking at panel
// eye position rollout
GLUI_Rollout *eye_pos_rollout = new GLUI_Rollout(control_panel, "Eye Position", false);
GLUI_Spinner *x_pos= new GLUI_Spinner(eye_pos_rollout, "X", GLUI_SPINNER_FLOAT, &av, 0, viewer_callback);
GLUI_Spinner *y_pos= new GLUI_Spinner(eye_pos_rollout, "Y", GLUI_SPINNER_FLOAT, &bv, 0, viewer_callback);
GLUI_Spinner *z_pos= new GLUI_Spinner(eye_pos_rollout, "Z", GLUI_SPINNER_FLOAT, &cv, 0, viewer_callback);
// looking at rollout
GLUI_Rollout *look_at_rollout = new GLUI_Rollout(control_panel, "Looking At", false);
GLUI_Spinner *x_look= new GLUI_Spinner(look_at_rollout, "X", GLUI_SPINNER_FLOAT, &lx, 0, viewer_callback);
GLUI_Spinner *y_look= new GLUI_Spinner(look_at_rollout, "Y", GLUI_SPINNER_FLOAT, &ly, 0, viewer_callback);
GLUI_Spinner *z_look= new GLUI_Spinner(look_at_rollout, "Z", GLUI_SPINNER_FLOAT, &lz, 0, viewer_callback);
new GLUI_Column(control_panel, true);
// clipping param panel
GLUI_Rollout *clipping_rollout = new GLUI_Rollout(control_panel, "Clipping Parameters plane", false);
GLUI_Spinner *dist_hither = new GLUI_Spinner(clipping_rollout, "Distance to Hither plane", GLUI_SPINNER_FLOAT, &H, 0, clipping_callback);
dist_hither->set_float_limits(1.0, 20.0, GLUI_LIMIT_CLAMP);
GLUI_Spinner *dist_picture = new GLUI_Spinner(clipping_rollout, "Distance to Picture plane", GLUI_SPINNER_FLOAT, &D, 0, clipping_callback);
dist_picture->set_float_limits(5.0, 25.0, GLUI_LIMIT_CLAMP);
GLUI_Spinner *dist_yon = new GLUI_Spinner(clipping_rollout, "Distance to Yon plane", GLUI_SPINNER_FLOAT, &Y, 0, clipping_callback);
dist_yon->set_float_limits(10.0, 30.0, GLUI_LIMIT_CLAMP);
// theta spinner
GLUI_Spinner *theta_spinner= new GLUI_Spinner(control_panel, "THETA", GLUI_SPINNER_FLOAT, &theta, 0, theta_callback);
theta_spinner->set_float_limits(30.0, 75.0, GLUI_LIMIT_CLAMP);
control_panel->set_main_gfx_window(main_window);
/* call the test function (for... testing) */
//test1();
//GLUI_Master.set_glutIdleFunc(spin);
glutMainLoop();
return EXIT_SUCCESS;
}
示例3: initGLUI
void initGLUI(int window) {
GLUI *gluiSide = GLUI_Master.create_glui_subwindow(window, GLUI_SUBWINDOW_RIGHT);
gluiSide->set_main_gfx_window(window);
gluiSide->add_button("New Curve", NEW_CURVE, gluiHandler);
gluiSide->add_button("New Surface", NEW_SURFACE, gluiHandler);
surfPanel = gluiSide->add_panel("Surface Parms", GLUI_PANEL_EMBOSSED);
GLUI_Spinner *xS = gluiSide->add_spinner_to_panel(surfPanel, "X Pts.",
GLUI_SPINNER_INT, &surf_x, SURF_X, gluiHandler);
xS->set_int_limits(3, 10);
GLUI_Spinner *yS = gluiSide->add_spinner_to_panel(surfPanel, "Y Pts.",
GLUI_SPINNER_INT, &surf_y, SURF_Y, gluiHandler);
yS->set_int_limits(3, 10);
gluiSide->add_button_to_panel(surfPanel, "Ok", SURF_OK, gluiHandler);
surfPanel->disable();
gluiSide->add_button("Modify Points", MODIFY, gluiHandler);
gluiSide->add_button("Clear Screen", CLEAR, gluiHandler);
gluiSide->add_button("Camera Mode", CAMERA, gluiHandler);
gluiSide->add_separator();
GLUI_Spinner *uS = gluiSide->add_spinner("U", GLUI_SPINNER_FLOAT, &u, U, gluiHandler);
uS->set_float_limits(0.0f, 1.0f);
uS->set_speed(50);
GLUI_Spinner *vS = gluiSide->add_spinner("V", GLUI_SPINNER_FLOAT, &v, V, gluiHandler);
vS->set_float_limits(0.0f, 1.0f);
vS->set_speed(50);
gluiSide->add_separator();
gluiSide->add_button("Quit", QUIT, gluiHandler);
}
示例4: initGlui
// Initialize GLUI and the user interface
void initGlui()
{
GLUI_Master.set_glutIdleFunc(NULL);
// Create GLUI window
glui = GLUI_Master.create_glui("Glui Window", 0, Win[0]+10, 0);
/*
* Add spinners and checkboxes for each degree of freedom.
* The checkboxes determine whether or not that part should rotate
* when the "animate" checkbox is on.
*
*/
addFloatSpinner("Leg 1", &leg1Rotation, 0.1, LIMB_MIN, LIMB_MAX);
glui->add_checkbox("Animate Leg 1", &animateLeg1, 0, doNothing);
addFloatSpinner("Leg 2", &leg2Rotation, 0.1, LIMB_MIN, LIMB_MAX);
glui->add_checkbox("Animate Leg 2", &animateLeg2, 0, doNothing);
addFloatSpinner("Foot 1", &foot1Rotation, 0.1, FOOT_MIN, FOOT_MAX);
glui->add_checkbox("Animate Foot 1", &animateFoot1, 0, doNothing);
addFloatSpinner("Foot 2", &foot2Rotation, 0.1, FOOT_MIN, FOOT_MAX);
glui->add_checkbox("Animate Foot 2", &animateFoot2, 0, doNothing);
addFloatSpinner("Arm", &armRotation, 0.1, LIMB_MIN, LIMB_MAX);
glui->add_checkbox("Animate Arm", &animateArm, 0, doNothing);
addFloatSpinner("Head", &headRotation, 0.1, HEAD_MIN, HEAD_MAX);
glui->add_checkbox("Animate Head", &animateHead, 0, doNothing);
/*
* The beak spinner is an int value of the distance
* between the top and bottom beaks
*
* The beak is also controlled by a checkbox
*/
GLUI_Spinner *beakSpinner
= glui->add_spinner("Beak", GLUI_SPINNER_INT, &beakDistance);
beakSpinner->set_speed(1);
beakSpinner->set_int_limits(BEAK_MIN, BEAK_MAX, GLUI_LIMIT_CLAMP);
glui->add_checkbox("Animate Beak", &animateBeak, 0, doNothing);
// Add button to specify animation mode
glui->add_separator();
glui->add_checkbox("Animate Parts", &animate_mode, 0, animateButton);
glui->add_checkbox("Play Animation", &animation_mode, 0, animationButton);
// Add "Quit" button
glui->add_separator();
glui->add_button("Quit", 0, quitButton);
// Set the main window to be the "active" window
glui->set_main_gfx_window(windowID);
}
示例5: main
int main(int argc, char **argv) {
glutInit(&argc, argv);
glutInitDisplayMode(GLUT_DOUBLE | GLUT_RGB | GLUT_DEPTH);
glutInitWindowSize(650, 650);
glutInitWindowPosition(50, 50);
main_window = glutCreateWindow("Ferris Wheel");
glEnable(GL_DEPTH_TEST);
glEnable(GL_LIGHTING);
glEnable(GL_NORMALIZE);
p = gluNewQuadric();
q = gluNewQuadric();
glutReshapeFunc(reshape);
glutDisplayFunc(display);
init();
glEnable(GL_LIGHT0);
setMaterial( &redPlasticMaterials );
currentLighting = &whiteLighting;
glLightfv(GL_LIGHT0, GL_AMBIENT, currentLighting->ambient);
glLightfv(GL_LIGHT0, GL_DIFFUSE, currentLighting->diffuse);
glLightfv(GL_LIGHT0, GL_SPECULAR, currentLighting->specular);
glLightfv(GL_LIGHT0, GL_POSITION, light0_pos);
GLUI *control_panel = GLUI_Master.create_glui( "Controls",0, 50, 700 );
new GLUI_Button(control_panel, "Quit", 0, (GLUI_Update_CB)exit);
new GLUI_Column(control_panel, true);
GLUI_Rollout *eyePosRollout = new GLUI_Rollout(control_panel, "Camera Position", false);
GLUI_Rollout *lookAtRollout = new GLUI_Rollout(control_panel, "Lookat Point", false);
GLUI_Spinner *epxSpin = new GLUI_Spinner(eyePosRollout, "Camera X", GLUI_SPINNER_FLOAT, &EyeX, 0, look);
GLUI_Spinner *epySpin = new GLUI_Spinner(eyePosRollout, "Camera Y", GLUI_SPINNER_FLOAT, &EyeY, 0, look);
GLUI_Spinner *epzSpin = new GLUI_Spinner(eyePosRollout, "Camera Z", GLUI_SPINNER_FLOAT, &EyeZ, 0, look);
GLUI_Spinner *laxSpin = new GLUI_Spinner(lookAtRollout, "Lookat X", GLUI_SPINNER_FLOAT, &LookAtX, 0, look);
GLUI_Spinner *laySpin = new GLUI_Spinner(lookAtRollout, "Lookat Y", GLUI_SPINNER_FLOAT, &LookAtY, 0, look);
GLUI_Spinner *lazSpin = new GLUI_Spinner(lookAtRollout, "Lookat Z", GLUI_SPINNER_FLOAT, &LookAtZ, 0, look);
new GLUI_Column(control_panel, true);
GLUI_Spinner *speedSpin = new GLUI_Spinner(control_panel, "Rotation Speed", GLUI_SPINNER_FLOAT, &Speed, 0, (GLUI_Update_CB)NULL);
speedSpin->set_float_limits(-5.0f, 5.0f, GLUI_LIMIT_CLAMP);
GLUI_Spinner *recSpin = new GLUI_Spinner(control_panel, "Recursive Depth", GLUI_SPINNER_INT, &RecursiveDepth, 0, (GLUI_Update_CB)NULL);
recSpin->set_int_limits(0, 5, GLUI_LIMIT_CLAMP);
control_panel->set_main_gfx_window(main_window);
GLUI_Master.set_glutIdleFunc(update);
glutMainLoop();
}
示例6: buildInterface
void buildInterface(){
myGluiWindow = GLUI_Master.create_glui ("Options", 0, windowX+500, windowY);
/*file open options, textbox and buttons*/
myGluiWindow->add_edittext("Input file: ", GLUI_EDITTEXT_TEXT, text, FILE_INPUT, myGluiCallback);
myGluiWindow->add_button ("Open", OPEN_BUTTON, myGluiCallback);
/*adding new panel*/
GLUI_Panel *myPanel1 = myGluiWindow->add_panel("Object Properties");
/*list box for mesh displaying*/
GLUI_Listbox *myListBox= myGluiWindow->add_listbox_to_panel (myPanel1, "Display Mesh", &listbox_id, DISPLAY_LISTBOX, myGluiCallback);
myListBox->add_item (1, "Flat Shaded");
myListBox->add_item (2, "Smooth Shaded");
myListBox->add_item (3, "Wireframe");
myListBox->add_item (4, "Shaded with edges");
/*adding one more panel*/
GLUI_Panel *myPanel2 = myGluiWindow->add_panel("Transformation");
GLUI_Panel *mySubPanel1 = myGluiWindow->add_panel_to_panel(myPanel2, "");
/*translate X, Y*/
GLUI_Translation *myTranslation = myGluiWindow->add_translation_to_panel(mySubPanel1, "Translation XY", GLUI_TRANSLATION_XY, translate_xy, TRANSLATION_XY, myGluiCallback);
myTranslation->set_speed(0.005);
/*adding a new column (side by side display)*/
myGluiWindow->add_column_to_panel(mySubPanel1, false);
/*translate Z*/
GLUI_Translation *myTranslationZ = myGluiWindow->add_translation_to_panel(mySubPanel1, "Translation Z", GLUI_TRANSLATION_Z, &translate_z, TRANSLATION_Z, myGluiCallback);
myTranslationZ->set_speed(0.005);
/*adding sub panel*/
GLUI_Panel *mySubPanel2 = myGluiWindow->add_panel_to_panel(myPanel2, "");
/*set up rotation*/
myGluiWindow->add_rotation_to_panel(mySubPanel2, "Rotation", rotation_matrix, ROTATION, myGluiCallback);
/*adding a new column (side by side display)*/
myGluiWindow->add_column_to_panel(mySubPanel2, false);
/*set up zoom (i.e. scale)*/
GLUI_Spinner *mySpinner = myGluiWindow->add_spinner_to_panel (mySubPanel2, "Scale", GLUI_SPINNER_FLOAT, &scale, SCALE_SPINNER, myGluiCallback);
mySpinner->set_float_limits (-4.0, 4.0);
/*save mesh*/
myGluiWindow->add_edittext("Output file: ", GLUI_EDITTEXT_TEXT, optext, FILE_OUTPUT, myGluiCallback);
myGluiWindow->add_button ("Save", SAVE_BUTTON, myGluiCallback);
/*add quit button*/
myGluiWindow->add_button ("Quit", QUIT_BUTTON, myGluiCallback);
GLUI_Master.set_glutIdleFunc(myIdle);
GLUI_Master.set_glutReshapeFunc(myReshape);
myGluiWindow->set_main_gfx_window(myWindow);
}
示例7: add_spinner_to_panel
GLUI_Spinner *GLUI::
add_spinner_to_panel( GLUI_Panel *panel, char *name,
int data_type, void *data,
int id, GLUI_Update_CB callback)
{
GLUI_Spinner *control;
int text_type;
control = new GLUI_Spinner;
if ( NOT strcmp( name, "Spinner Test" ))
id=id;
if ( control ) {
if ( data_type == GLUI_SPINNER_INT ) {
text_type = GLUI_EDITTEXT_INT;
/* control->live_type = GLUI_LIVE_INT; */
}
else if ( data_type == GLUI_SPINNER_FLOAT ) {
text_type = GLUI_EDITTEXT_FLOAT;
/* control->live_type = GLUI_LIVE_FLOAT; */
}
else {
return NULL; /* Did not pass in a valid data type */
}
GLUI_EditText *edittext =
add_edittext_to_panel( (GLUI_Panel*) control, name, text_type, data,
id, callback );
if ( edittext ) {
control->set_name( name );
control->edittext = edittext; /* Link the edittext to the spinner */
/* control->ptr_val = data; */
control->user_id = id;
control->data_type = data_type;
control->callback = callback;
edittext->spinner = control; /* Link the spinner to the edittext */
add_control( panel, control );
return control;
}
else {
return NULL;
}
}
else {
return NULL;
}
}
示例8: spinner_edittext_callback
void spinner_edittext_callback( int id )
{
GLUI_Spinner *spinner;
putchar( '.' ); flushout;
spinner = (GLUI_Spinner*) id;
if ( NOT spinner )
return;
spinner->do_callbacks();
}
示例9: _KeepUpdateOn
//////////////////// CGlutWin methods ////////////////////
void
CPCPView::_InitFunc()
{
_KeepUpdateOn();
/////////////////////////////////////////////
// set up GLUI
GLUI *pcGlui = PCGetGluiSubwin();
GLUI_Panel *pcPanel_Line = pcGlui->add_rollout("Line");
GLUI_Panel *pcPanel_Color = pcGlui->add_panel_to_panel(pcPanel_Line, "Color");
static char* pszChannels[] = {"R", "G", "B", "A"};
float *pfColor = &f4Color.x;
for(int c = 0; c < sizeof(pszChannels)/sizeof(pszChannels[0]); c++)
{
GLUI_Spinner* pcSpinner = pcGlui->add_spinner_to_panel(pcPanel_Color, pszChannels[c], GLUI_SPINNER_FLOAT, &pfColor[c]);
pcSpinner->set_float_limits(0.0f, 1.0f);
}
GLUI_Spinner* pcSpinner_Width = pcGlui->add_spinner_to_panel(pcPanel_Line, "Width", GLUI_SPINNER_FLOAT, &fWidth);
pcSpinner_Width->set_float_limits(1.0f, 16.0f);
cFilter._AddGlui(this, pcGlui, NULL, pcBlockTree->uMaxLevel + 1);
}
示例10: create_glui_ui
//! This function creates all the GLUI gui elements
void create_glui_ui(void)
{
GLUI *glui = GLUI_Master.create_glui_subwindow( main_window, GLUI_SUBWINDOW_RIGHT );
glui->add_statictext("Group 11 Simulation");
new GLUI_Separator(glui);
glui->add_statictext("Simulation Timesteps");
GLUI_Spinner* velocityIterationSpinner =
glui->add_spinner("Velocity Iterations", GLUI_SPINNER_INT, &settings.velocity_iterations);
velocityIterationSpinner->set_int_limits(1, 500);
GLUI_Spinner* positionIterationSpinner =
glui->add_spinner("Position Iterations", GLUI_SPINNER_INT, &settings.position_iterations);
positionIterationSpinner->set_int_limits(0, 100);
GLUI_Spinner* hertzSpinner =
glui->add_spinner("Sim steps per frame", GLUI_SPINNER_FLOAT, &settings.hz);
hertzSpinner->set_float_limits(5.0f, 200.0f);
new GLUI_Separator(glui);
//new GLUI_Column( glui, false );
glui->add_statictext("Simulation Parameters");
glui->add_checkbox("Warm Starting", &settings.enable_warm_starting);
glui->add_checkbox("Time of Impact", &settings.enable_continuous);
glui->add_checkbox("Sub-Stepping", &settings.enable_sub_stepping);
//new GLUI_Column( glui, false );
new GLUI_Separator(glui);
glui->add_statictext("Display Options");
GLUI_Panel* drawPanel = glui->add_panel("Draw");
glui->add_checkbox_to_panel(drawPanel, "Shapes", &settings.draw_shapes);
glui->add_checkbox_to_panel(drawPanel, "Joints", &settings.draw_joints);
glui->add_checkbox_to_panel(drawPanel, "AABBs", &settings.draw_AABBs);
glui->add_checkbox_to_panel(drawPanel, "Statistics", &settings.draw_stats);
glui->add_checkbox_to_panel(drawPanel, "Profile", &settings.draw_profile);
//new GLUI_Column( glui, false );
new GLUI_Separator(glui);
glui->add_button("Pause", 0, callbacks_t::pause_cb);
glui->add_button("Single Step", 0, callbacks_t::single_step_cb);
glui->add_button("Restart", 0, callbacks_t::restart_cb);
glui->add_button("Quit", 0,(GLUI_Update_CB)callbacks_t::exit_cb);
glui->set_main_gfx_window( main_window );
new GLUI_Separator(glui);
glui->add_statictext("Mayank Meghwanshi");
glui->add_statictext("Divyam Bansal");
glui->add_statictext("Jaswant Kumar");
}
示例11: main
int main(int argc, char* argv[])
{
/****************************************/
/* Initialize GLUT and create window */
/****************************************/
glutInit(&argc, argv);
glutInitDisplayMode( GLUT_RGB | GLUT_DOUBLE | GLUT_DEPTH );
glutInitWindowPosition( 50, 50 );
glutInitWindowSize( 800, 600 );
main_window = glutCreateWindow( "GLUI Example 5" );
glutDisplayFunc( myGlutDisplay );
GLUI_Master.set_glutReshapeFunc( myGlutReshape );
GLUI_Master.set_glutKeyboardFunc( myGlutKeyboard );
GLUI_Master.set_glutSpecialFunc( NULL );
GLUI_Master.set_glutMouseFunc( myGlutMouse );
glutMotionFunc( myGlutMotion );
/****************************************/
/* Set up OpenGL lights */
/****************************************/
glEnable(GL_LIGHTING);
glEnable( GL_NORMALIZE );
glEnable(GL_LIGHT0);
glLightfv(GL_LIGHT0, GL_AMBIENT, light0_ambient);
glLightfv(GL_LIGHT0, GL_DIFFUSE, light0_diffuse);
glLightfv(GL_LIGHT0, GL_POSITION, light0_position);
glEnable(GL_LIGHT1);
glLightfv(GL_LIGHT1, GL_AMBIENT, light1_ambient);
glLightfv(GL_LIGHT1, GL_DIFFUSE, light1_diffuse);
glLightfv(GL_LIGHT1, GL_POSITION, light1_position);
/****************************************/
/* Enable z-buferring */
/****************************************/
glEnable(GL_DEPTH_TEST);
/****************************************/
/* Here's the GLUI code */
/****************************************/
printf( "GLUI version: %3.2f\n", GLUI_Master.get_version() );
/*** Create the side subwindow ***/
glui = GLUI_Master.create_glui_subwindow( main_window,
GLUI_SUBWINDOW_RIGHT );
obj_panel = new GLUI_Rollout(glui, "Properties", false );
/***** Control for object params *****/
new GLUI_Checkbox( obj_panel, "Wireframe", &wireframe, 1, control_cb );
GLUI_Spinner *spinner =
new GLUI_Spinner( obj_panel, "Segments:", &segments);
spinner->set_int_limits( 3, 60 );
spinner->set_alignment( GLUI_ALIGN_RIGHT );
GLUI_Spinner *scale_spinner =
new GLUI_Spinner( obj_panel, "Scale:", &scale);
scale_spinner->set_float_limits( .2f, 4.0 );
scale_spinner->set_alignment( GLUI_ALIGN_RIGHT );
/******** Add some controls for lights ********/
GLUI_Rollout *roll_lights = new GLUI_Rollout(glui, "Lights", false );
GLUI_Panel *light0 = new GLUI_Panel( roll_lights, "Light 1" );
GLUI_Panel *light1 = new GLUI_Panel( roll_lights, "Light 2" );
new GLUI_Checkbox( light0, "Enabled", &light0_enabled,
LIGHT0_ENABLED_ID, control_cb );
light0_spinner =
new GLUI_Spinner( light0, "Intensity:",
&light0_intensity, LIGHT0_INTENSITY_ID,
control_cb );
light0_spinner->set_float_limits( 0.0, 1.0 );
GLUI_Scrollbar *sb;
sb = new GLUI_Scrollbar( light0, "Red",GLUI_SCROLL_HORIZONTAL,
&light0_diffuse[0],LIGHT0_INTENSITY_ID,control_cb);
sb->set_float_limits(0,1);
sb = new GLUI_Scrollbar( light0, "Green",GLUI_SCROLL_HORIZONTAL,
&light0_diffuse[1],LIGHT0_INTENSITY_ID,control_cb);
sb->set_float_limits(0,1);
sb = new GLUI_Scrollbar( light0, "Blue",GLUI_SCROLL_HORIZONTAL,
&light0_diffuse[2],LIGHT0_INTENSITY_ID,control_cb);
sb->set_float_limits(0,1);
new GLUI_Checkbox( light1, "Enabled", &light1_enabled,
LIGHT1_ENABLED_ID, control_cb );
light1_spinner =
new GLUI_Spinner( light1, "Intensity:",
&light1_intensity, LIGHT1_INTENSITY_ID,
control_cb );
light1_spinner->set_float_limits( 0.0, 1.0 );
sb = new GLUI_Scrollbar( light1, "Red",GLUI_SCROLL_HORIZONTAL,
//.........这里部分代码省略.........
示例12: createColorSpinner
GLUI_Spinner* createColorSpinner(GLUI_Panel* pan, const char* label, float* pointer)
{
GLUI_Spinner* spinner = new GLUI_Spinner(pan, label, pointer);
spinner->set_float_limits(0, 1);
return spinner;
}
示例13: addColumnToPanel
void Interface::initGUI()
{
GLUI_Panel *geral =addPanel("Opcoes", 1);
addColumnToPanel(geral);
GLUI_Panel *luzesPanel = addPanelToPanel(geral,"Luzes", 1);
for(unsigned int i=0;i<((ANFScene *) scene)->parser.lights.size();i++){
string str=((ANFScene *) scene)->parser.lights[i]->id;
char * writable = new char[str.size() + 1];
copy(str.begin(), str.end(), writable);
writable[str.size()] = '\0';
if(((ANFScene *) scene)->parser.lights[i]->enabled==true){
addCheckboxToPanel(luzesPanel,writable,NULL,i)->set_int_val(1);
}
else{
addCheckboxToPanel(luzesPanel,writable,NULL,i)->set_int_val(0);
}
delete[] writable;
}
addColumnToPanel(geral);
GLUI_Panel *camerasPanel = addPanelToPanel(geral,"Camaras", 1);
GLUI_RadioGroup *cameraList = addRadioGroupToPanel(camerasPanel,&(((ANFScene *) scene)->parser.activeCam));
for(unsigned int i=0;i<((ANFScene *) scene)->parser.cameras.size();i++){
string str=((ANFScene *) scene)->parser.cameras[i]->id;
char * writable = new char[str.size() + 1];
copy(str.begin(), str.end(), writable);
writable[str.size()] = '\0';
if(i == ((ANFScene *) scene)->parser.activeCam)
addRadioButtonToGroup(cameraList, writable)->set_int_val(1);
else
addRadioButtonToGroup(cameraList, writable);
delete[] writable;
}
addRadioButtonToGroup(cameraList, "Default");
addColumnToPanel(geral);
GLUI_Panel *drawPanel = addPanelToPanel(geral,"Draw Mode", 1);
GLUI_RadioGroup *drawList = addRadioGroupToPanel(drawPanel,&(((ANFScene *) scene)->parser.globals->drawing.mode));
addRadioButtonToGroup(drawList, "Fill");
addRadioButtonToGroup(drawList, "Line");
addRadioButtonToGroup(drawList, "Point");
addColumnToPanel(geral);
GLUI_Panel *windPanel = addPanelToPanel(geral,"Wind Value", 1);
GLUI_Spinner *spinner = addSpinnerToPanel(windPanel, "windScale",GLUI_SPINNER_INT,&(((ANFScene *) scene)->parser.wind),9);
spinner->set_speed(0.5);
spinner->set_int_limits(0,10,GLUI_LIMIT_WRAP);
GLUI_Panel *varPanel= addPanelToPanel(geral,"Animations", 1);
addButtonToPanel(varPanel, "Reset", 8);
}
示例14: glutAndGluiInit
void glutAndGluiInit(int argc, char* argv[]) {
//////////////////////////////////////////
// Initialize GLUT and create window
//////////////////////////////////////////
glutInit(&argc, argv);
glutInitDisplayMode(GLUT_RGB | GLUT_DOUBLE | GLUT_DEPTH);
glutInitWindowPosition(-1, -1);
glutInitWindowSize(640, 480);
int main_window = glutCreateWindow("Scenegraph");
glutDisplayFunc(display);
GLUI_Master.set_glutReshapeFunc(reshape);
//////////////////////////////////////////
// GLUI UI setup
//////////////////////////////////////////
// Create the side subwindow
GLUI* glui = GLUI_Master.create_glui_subwindow( main_window, GLUI_SUBWINDOW_RIGHT );
glui->set_main_gfx_window( main_window );
////////// Buttons
GLUI_Panel* panel = glui->add_panel("Add Object");
glui->add_button_to_panel(panel, "Cone", CONE_ID, control_cb);
glui->add_button_to_panel(panel, "Sphere", SPHERE_ID, control_cb);
glui->add_button_to_panel(panel, "Spindle", SPINDLE_ID, control_cb);
glui->add_button_to_panel(panel, "Teapot", TEAPOT_ID, control_cb);
glui->add_button_to_panel(panel, "Torus", TORUS_ID, control_cb);
panel = glui->add_panel("Grouping");
glui->add_button_to_panel(panel, "Add Selected", ADD_ID, control_cb);
glui->add_button_to_panel(panel, "Select Next", NEXT_ID, control_cb);
glui->add_button_to_panel(panel, "Close Group", CLOSE_ID, control_cb);
glui->add_button_to_panel(panel, "Reopen Group", REOPEN_ID, control_cb);
panel = glui->add_panel("Other");
glui->add_button_to_panel(panel, "Print Graph", PRINT_ID, control_cb);
glui->add_button_to_panel(panel, "Quit", 0, control_cb);
///////////// Create the bottom subwindow
GLUI* glui2 = GLUI_Master.create_glui_subwindow( main_window, GLUI_SUBWINDOW_BOTTOM );
glui2->set_main_gfx_window( main_window );
///////////// View rotation
GLUI_Rotation *view_rot = glui2->add_rotation( "View", &root.view_rotate.m[0]);
view_rot->set_spin( 1.0 ); glui2->add_column( false );
///////////// Object Translations
GLUI_Translation *trans_x = glui2->add_translation("Xlate X", GLUI_TRANSLATION_X, &root.obj_xlate[0], 0, xformCallback);
trans_x->set_speed( .005 ); glui2->add_column( false );
GLUI_Translation *trans_y = glui2->add_translation("Xlate Y", GLUI_TRANSLATION_Y, &root.obj_xlate[1], 0, xformCallback);
trans_y->set_speed( .005 ); glui2->add_column( false );
GLUI_Translation *trans_z = glui2->add_translation("Xlate Z", GLUI_TRANSLATION_Z, &root.obj_xlate[2], 0, xformCallback);
trans_z->set_speed( .005 ); glui2->add_column( false );
///////////// Object Rotations
GLUI_Translation *r_x = glui2->add_translation("Rotate X", GLUI_TRANSLATION_X, &root.obj_rdelta[0], 0, xformCallback);
r_x->set_speed( .005 ); glui2->add_column( false );
GLUI_Translation *r_y = glui2->add_translation("Rotate Y", GLUI_TRANSLATION_X, &root.obj_rdelta[1], 0, xformCallback);
r_y->set_speed( .005 ); glui2->add_column( false );
GLUI_Translation *r_z = glui2->add_translation("Rotate Z", GLUI_TRANSLATION_X, &root.obj_rdelta[2], 0, xformCallback);
r_z->set_speed( .005 ); glui2->add_column( false );
////////// Object Scale
GLUI_Spinner *xspin = glui2->add_spinner("XScale:", GLUI_SPINNER_FLOAT, &root.obj_scale[0], 0, xformCallback);
xspin->set_float_limits( .5f, 4.0 ); xspin->set_alignment( GLUI_ALIGN_RIGHT );
GLUI_Spinner *yspin = glui2->add_spinner("YScale:", GLUI_SPINNER_FLOAT, &root.obj_scale[1], 0, xformCallback);
yspin->set_float_limits( .5f, 4.0 ); yspin->set_alignment( GLUI_ALIGN_RIGHT );
GLUI_Spinner *zspin = glui2->add_spinner("ZScale:", GLUI_SPINNER_FLOAT, &root.obj_scale[2], 0, xformCallback);
zspin->set_float_limits( .5f, 4.0 ); zspin->set_alignment( GLUI_ALIGN_RIGHT );
}
示例15: InitGlui
/**
Sets up the GLUI window.
*/
void InitGlui() {
//User Input Section
GLUI_Panel *UserInput;
GLUI_Rollout *UserInputRollout;
//GLUI_Rollout * ReadInFileRollout;
//Visualization Settings:
GLUI_Panel *settings;
//Transformation Settings:
GLUI_Panel * transformationPanel;
GLUI_Rollout * TransformationRollout;
GLUI_Rotation *rotation;
GLUI_Translation *trans, *scale;
//Color Options Settings:
GLUI_Rollout * ColorOptions;
GLUI_Spinner * backgroundColorSpinnerR;
GLUI_Spinner * backgroundColorSpinnerG;
GLUI_Spinner * backgroundColorSpinnerB;
GLUI_Spinner * boxColorSpinner;
//Graphics Options Settings:
GLUI_Panel * graphicsOptions;
//Graphics Rollouts:
GLUI_Panel * CustomSettings;
GLUI_Rollout * ArrowSettings;
GLUI_Rollout * AnimationSettings;
GLUI_Rollout * IsosurfaceSettings;
GLUI_Rollout * PointsSettings;
GLUI_Rollout * StreamlineSettings;
GLUI_Rollout * VectorBlobSettings;
GLUI_Rollout * CuttingPlaneSettings;
//ObjFileSettings:
//GLUI_Panel * ObjFileSettings;
//Arrow Settings:
GLUI_Spinner * spinArrowLength;
GLUI_Spinner * spinNumPoints;
GLUI_Spinner * spinMinVector;
GLUI_Spinner * spinMaxVector;
//GLUI_Spinner * alphaVector;
//Isosurface Settings
GLUI_Spinner * spinIsoValue;
GLUI_Spinner * spinNumContours;
GLUI_Spinner * spinIsoResolution;
//GLUI_Spinner * spinZPlaneVal;
//Streamline Controls:
GLUI_Spinner * spinNumStreamlines;
//Probe Controls:
//GLUI_Panel * probePanel;
GLUI_Spinner * ProbeX;
GLUI_Spinner * ProbeY;
GLUI_Spinner * ProbeZ;
//Vector Sheet Controls:
//GLUI_Spinner * VectorBlobTime;
GLUI_Spinner * VectorBlobXLoc;
GLUI_Spinner * VectorBlobYLoc;
GLUI_Spinner * VectorBlobZLoc;
GLUI_Spinner * VectorBlobXVec;
GLUI_Spinner * VectorBlobYVec;
GLUI_Spinner * VectorBlobZVec;
//Cutting Plane Controls:
//GLUI_Spinner * VectorBlobTime;
GLUI_Spinner * CuttingPlaneXLoc;
GLUI_Spinner * CuttingPlaneYLoc;
GLUI_Spinner * CuttingPlaneZLoc;
GLUI_Spinner * CuttingPlaneXVec;
GLUI_Spinner * CuttingPlaneYVec;
GLUI_Spinner * CuttingPlaneZVec;
GLUI_Spinner * Tolerence;
GLUI_Spinner * ContDist;
//dot point animation controls:
GLUI_Spinner * dotPointColorSpinnerR;
GLUI_Spinner * dotPointColorSpinnerG;
//GLUI_Spinner * dotPointColorSpinnerB;
//Strings for Sliders:
//char tempstr[128];
//char xstr[128];
//char ystr[128];
//char zstr[128];
//char radstr[128];
//.........这里部分代码省略.........