本文整理汇总了C++中SimpleGUI::dump方法的典型用法代码示例。如果您正苦于以下问题:C++ SimpleGUI::dump方法的具体用法?C++ SimpleGUI::dump怎么用?C++ SimpleGUI::dump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SimpleGUI
的用法示例。
在下文中一共展示了SimpleGUI::dump方法的5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: keyDown
void RogersGuiApp::keyDown( KeyEvent event ) {
switch(event.getChar()) {
case 'd': gui->dump(); break; //prints values of all the controls to the console
case 'l': gui->load(CONFIG_FILE); break;
case 's': gui->save(CONFIG_FILE); break;
}
switch(event.getCode()) {
case KeyEvent::KEY_ESCAPE: quit(); break;
}
}
示例2: keyDown
void RogalarmApp::keyDown( KeyEvent event )
{
if( event.getChar() == 'f' ){
mFullscreen = !mFullscreen;
setFullScreen(mFullscreen);
} else if( event.getChar() == 'p' ){
cout << "User Position = " << mUserPos << endl;
} else if( event.getChar() == 'd' ){
mGui->dump();
}
}
示例3: keyDown
void GesichtertauschApp::keyDown( KeyEvent pEvent ) {
switch(pEvent.getChar()) {
case 'd': mGui->dump(); break;
case 'l': mGui->load(getResourcePath(RES_SETTINGS)); break;
case 's': mGui->save(getResourcePath(RES_SETTINGS)); break;
// case 'm':
// CGDirectDisplayID mDisplayID = getSettings().getDisplay()->getCGDirectDisplayID();
// CGDisplayConfigRef pConfigRef;
// CGBeginDisplayConfiguration (&pConfigRef);
// CGConfigureDisplayOrigin (pConfigRef,
// mDisplayID,
// -100, 0);
// CGCompleteDisplayConfiguration (pConfigRef, kCGConfigureForAppOnly);
// break;
}
switch(pEvent.getCode()) {
case KeyEvent::KEY_ESCAPE: setFullScreen( false ); quit(); break;
case KeyEvent::KEY_SPACE: mGui->setEnabled(!mGui->isEnabled());break;
}
}
示例4: keyDown
void ScheinrieseApp::keyDown( KeyEvent event )
{
switch(event.getChar()) {
case 'd':
mGui->dump();
break;
case 'l':
mGui->load(getResourcePath(RES_SETTINGS));
break;
case 's':
mGui->save(getResourcePath(RES_SETTINGS));
break;
}
switch(event.getCode()) {
case KeyEvent::KEY_ESCAPE:
quit();
break;
case KeyEvent::KEY_SPACE:
mGui->setEnabled(!mGui->isEnabled());
}
}
示例5: setup
//.........这里部分代码省略.........
try {
mShader = gl::GlslProg( loadResource( RES_PASSTHRU_VERT ), loadResource( RES_BLUR_FRAG ) );
}
catch( gl::GlslProgCompileExc &exc ) {
console() << "Shader compile error: " << std::endl;
console() << exc.what();
}
catch( ... ) {
console() << "Unable to load shader" << std::endl;
}
/* settings */
mGui = new SimpleGUI(this);
mGui->addParam("WINDOW_WIDTH", &WINDOW_WIDTH, 0, 2048, 640);
mGui->addParam("WINDOW_HEIGHT", &WINDOW_HEIGHT, 0, 2048, 480);
mGui->addParam("CAMERA_WIDTH", &CAMERA_WIDTH, 0, 2048, 640);
mGui->addParam("CAMERA_HEIGHT", &CAMERA_HEIGHT, 0, 2048, 480);
mGui->addParam("DETECTION_WIDTH", &DETECTION_WIDTH, 0, 2048, 320);
mGui->addParam("DETECTION_HEIGHT", &DETECTION_HEIGHT, 0, 2048, 240);
mGui->addParam("FULLSCREEN", &FULLSCREEN, false, 0);
mGui->addParam("TRACKING", &TRACKING, 0, 1, 0);
//
mGui->addParam("FRAME_RATE", &FRAME_RATE, 1, 120, 30);
mGui->addParam("MIN_TRACKING_DISTANCE", &MIN_TRACKING_DISTANCE, 1, 100, 50);
mGui->addParam("TIME_BEFOR_IDLE_DEATH", &TIME_BEFOR_IDLE_DEATH, 0, 10, 0.5);
mGui->addParam("MIN_LIFETIME_TO_VIEW", &MIN_LIFETIME_TO_VIEW, 0, 10, 1.0);
mGui->addParam("ENABLE_SHADER", &ENABLE_SHADER, 0, 1, 0);
mGui->addParam("FACE_COLOR_UNO", &FACE_COLOR_UNO, ColorA(0, 1, 1, 1), SimpleGUI::RGB);
mGui->addParam("FACE_COLOR_DUO", &FACE_COLOR_DUO, ColorA(1, 1, 1, 1), SimpleGUI::RGB);
mGui->addParam("BACKGROUND_IMAGE_COLOR", &BACKGROUND_IMAGE_COLOR, ColorA(1, 1, 1, 1), SimpleGUI::RGB);
mGui->addParam("FACE_BORDER_SCALE", &FACE_BORDER_SCALE, 0, 3, 0.7);
mGui->addParam("FACE_FADE_BORDER_SCALE", &FACE_FADE_BORDER_SCALE, 1, 2, 1.4);
/* clean up controller window */
mGui->getControlByName("WINDOW_WIDTH")->active=false;
mGui->getControlByName("WINDOW_HEIGHT")->active=false;
mGui->getControlByName("CAMERA_WIDTH")->active=false;
mGui->getControlByName("CAMERA_HEIGHT")->active=false;
mGui->getControlByName("DETECTION_WIDTH")->active=false;
mGui->getControlByName("DETECTION_HEIGHT")->active=false;
mGui->getControlByName("FULLSCREEN")->active=false;
mGui->getControlByName("TRACKING")->active=false;
mGui->getControlByName("BACKGROUND_IMAGE_COLOR")->active=false;
mGui->getControlByName("BACKGROUND_IMAGE_COLOR")->active=false;
mGui->load(getResourcePath(RES_SETTINGS));
mGui->setEnabled(false);
setWindowSize( WINDOW_WIDTH, WINDOW_HEIGHT );
setFullScreen( FULLSCREEN );
if (FULLSCREEN) {
hideCursor();
// switch_resolution (WINDOW_WIDTH, WINDOW_HEIGHT, 60.0);
}
mFont = Font(loadResource("pf_tempesta_seven.ttf"), 8);
/* setting up capture device */
mCameraTexture = gl::Texture(CAMERA_WIDTH, CAMERA_HEIGHT);
switch (TRACKING) {
case 0:
mFaceDetection = new FeatureDetectionCinder();
break;
#ifdef COMPILE_CAPTURE_FIREFLY
case 1:
mFaceDetection = new FeatureDetectionFireFly();
break;
#endif
#ifdef COMPILE_CAPTURE_OPENCV
case 2:
mFaceDetection = new FeatureDetectionOpenCV();
break;
#endif
default:
console() << "### choosing default tracking method." << endl;
mFaceDetection = new FeatureDetectionCinder();
break;
}
mGui->addParam("DETECT_FLAGS",&(mFaceDetection->DETECT_FLAGS), CV_HAAR_DO_CANNY_PRUNING, CV_HAAR_DO_ROUGH_SEARCH, CV_HAAR_DO_CANNY_PRUNING);
mGui->addParam("DETECT_SCALE_FACTOR",&(mFaceDetection->DETECT_SCALE_FACTOR), 1.1, 5, 1.2);
mGui->addParam("DETECT_MIN_NEIGHBORS",&(mFaceDetection->DETECT_MIN_NEIGHBORS), 1, 20, 2);
mGui->addParam("CAMERA_EXPOSURE", &(mFaceDetection->CAMERA_EXPOSURE), 0, 255, 20);
mGui->addParam("CAMERA_SHUTTER", &(mFaceDetection->CAMERA_SHUTTER), 0, 255, 200);
mGui->addParam("CAMERA_BRIGHTNESS", &(mFaceDetection->CAMERA_BRIGHTNESS), 0, 255, 166);
mGui->addParam("CAMERA_GAIN", &(mFaceDetection->CAMERA_GAIN), 0, 255, 17);
mGui->load(getResourcePath(RES_SETTINGS)); // HACK this is quite stupid, but we have a catch 22 here ...
mFaceDetection->setup(CAMERA_WIDTH,
CAMERA_HEIGHT,
DETECTION_WIDTH,
DETECTION_HEIGHT,
0);
mGui->dump();
mGui->addSeparator();
mFaceOut = mGui->addLabel("");
mFPSOut = mGui->addLabel("");
}