本文整理汇总了C++中ci::params::InterfaceGl::addButton方法的典型用法代码示例。如果您正苦于以下问题:C++ InterfaceGl::addButton方法的具体用法?C++ InterfaceGl::addButton怎么用?C++ InterfaceGl::addButton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ci::params::InterfaceGl
的用法示例。
在下文中一共展示了InterfaceGl::addButton方法的10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: setup
// Set up
void LeapApp::setup()
{
// Set up OpenGL
gl::enable( GL_LINE_SMOOTH );
glHint( GL_LINE_SMOOTH_HINT, GL_NICEST );
gl::enable( GL_POLYGON_SMOOTH );
glHint( GL_POLYGON_SMOOTH_HINT, GL_NICEST );
// Set up camera
mCamera = CameraPersp( getWindowWidth(), getWindowHeight(), 60.0f, 0.01f, 1000.0f );
mCamera.lookAt( Vec3f( 0.0f, 125.0f, 500.0f ), Vec3f( 0.0f, 250.0f, 0.0f ) );
// Start device
mLeap = Device::create();
mLeap->addCallback( &LeapApp::onFrame, this );
// Params
mFrameRate = 0.0f;
mFullScreen = false;
mParams = params::InterfaceGl( "Params", Vec2i( 200, 105 ) );
mParams.addParam( "Frame rate", &mFrameRate, "", true );
mParams.addParam( "Full screen", &mFullScreen, "key=f" );
mParams.addButton( "Screen shot", bind( &LeapApp::screenShot, this ), "key=space" );
mParams.addButton( "Quit", bind( &LeapApp::quit, this ), "key=q" );
}
示例2: setup
// Set up
void TracerApp::setup()
{
// Set up camera
mCamera = CameraPersp( getWindowWidth(), getWindowHeight(), 60.0f, 0.01f, 1000.0f );
mCamera.lookAt( Vec3f( 0.0f, 93.75f, 250.0f ), Vec3f( 0.0f, 250.0f, 0.0f ) );
// Start device
mDevice = Device::create();
mDevice->connectEventHandler( &TracerApp::onFrame, this );
// Load shaders
try {
mShader[ 0 ] = gl::GlslProg( loadResource( RES_GLSL_PASS_THROUGH_VERT ), loadResource( RES_GLSL_BLUR_X_FRAG ) );
} catch ( gl::GlslProgCompileExc ex ) {
console() << "Unable to compile blur X shader: \n" << string( ex.what() ) << "\n";
quit();
}
try {
mShader[ 1 ] = gl::GlslProg( loadResource( RES_GLSL_PASS_THROUGH_VERT ), loadResource( RES_GLSL_BLUR_Y_FRAG ) );
} catch ( gl::GlslProgCompileExc ex ) {
console() << "Unable to compile blur Y shader: \n" << string( ex.what() ) << "\n";
quit();
}
// Params
mFrameRate = 0.0f;
mParams = params::InterfaceGl( "Params", Vec2i( 200, 105 ) );
mParams.addParam( "Frame rate", &mFrameRate, "", true );
mParams.addButton( "Screen shot", bind( &TracerApp::screenShot, this ), "key=space" );
mParams.addButton( "Quit", bind( &TracerApp::quit, this ), "key=q" );
// Enable polygon smoothing
gl::enable( GL_POLYGON_SMOOTH );
glHint( GL_POLYGON_SMOOTH_HINT, GL_NICEST );
// Set up FBOs
gl::Fbo::Format format;
#if defined( CINDER_MSW )
format.setColorInternalFormat( GL_RGBA32F );
#else
format.setColorInternalFormat( GL_RGBA32F_ARB );
#endif
format.setMinFilter( GL_LINEAR );
format.setMagFilter( GL_LINEAR );
format.setWrap( GL_CLAMP, GL_CLAMP );
for ( size_t i = 0; i < 3; ++i ) {
mFbo[ i ] = gl::Fbo( getWindowWidth(), getWindowHeight(), format );
mFbo[ i ].bindFramebuffer();
gl::setViewport( mFbo[ i ].getBounds() );
gl::clear();
mFbo[ i ].unbindFramebuffer();
}
glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_COMPARE_MODE, GL_COMPARE_R_TO_TEXTURE );
glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR );
}
示例3: setupGui
void cinderFFmpegApp::setupGui()
{
std::stringstream strTmp;
m_Gui = ci::params::InterfaceGl("FFmpeg Player", ci::Vec2i(300,340));
// Video / Audio Infos
m_Gui.addButton( "open", std::bind( &cinderFFmpegApp::open, this ) );
m_Gui.addButton( "clear all", std::bind( &cinderFFmpegApp::clearAll, this ) );
m_Gui.addSeparator();
strTmp << "label='file: '";
m_Gui.addText("file", strTmp.str());
strTmp.clear(); strTmp.str("");
strTmp << "label='video codec: '";
m_Gui.addText("video codec", strTmp.str());
strTmp.clear(); strTmp.str("");
strTmp << "label='audio codec: '";
m_Gui.addText("audio codec", strTmp.str());
strTmp.clear(); strTmp.str("");
strTmp << "label='width: '";
m_Gui.addText("width", strTmp.str());
strTmp.clear(); strTmp.str("");
strTmp << "label='height: '";
m_Gui.addText("height", strTmp.str());
strTmp.clear(); strTmp.str("");
strTmp << "label='fps: '";
m_Gui.addText("fps", strTmp.str());
strTmp.clear(); strTmp.str("");
strTmp << "label='bitrate: '";
m_Gui.addText("bitrate", strTmp.str());
strTmp.clear(); strTmp.str("");
strTmp << "label='audio channels: '";
m_Gui.addText("audio channels", strTmp.str());
strTmp.clear(); strTmp.str("");
strTmp << "label='audio sample rate: '";
m_Gui.addText("audio sample rate", strTmp.str());
strTmp.clear(); strTmp.str("");
strTmp << "label='frame: '";
m_Gui.addText("frame", strTmp.str());
strTmp.clear(); strTmp.str("");
strTmp << "label='time: '";
m_Gui.addText("time", strTmp.str());
m_Gui.addSeparator();
m_Gui.addButton( "play/pause", std::bind( &cinderFFmpegApp::pause, this ) );
m_Gui.addButton( "stop", std::bind( &cinderFFmpegApp::stop, this ) );
m_Gui.addButton( "toggle direction", std::bind( &cinderFFmpegApp::toggleDirection, this ) );
m_Gui.addSeparator();
m_Gui.addParam("speed", &m_fSpeed, "min=0 max=8.0 step=0.05");
m_Gui.addParam("0..none, 1..loop, 2..loopBidi", &m_iLoopMode, "min=0 max=2 step=1");
m_Gui.addParam("seek frame", &m_fSeekPos, "min=0.0 max=1.0 step=0.01");
}
示例4: setup
void BulletTestApp::setup()
{
mDragging = false;
mFrameRate = 0.0f;
mTest = 9;
mTestPrev = mTest;
// Set up lighting
mLight = new gl::Light( gl::Light::DIRECTIONAL, 0 );
mLight->setDirection( Vec3f( 0.0f, 0.1f, 0.3f ).normalized() );
mLight->setAmbient( ColorAf( 0.2f, 0.2f, 0.2f, 1.0f ) );
mLight->setDiffuse( ColorAf( 1.0f, 1.0f, 1.0f, 1.0f ) );
mLight->enable();
// Load meshes
loadModels();
// Create a Bullet dynamics world
mWorld = bullet::createWorld();
// Load texture
mTexSquare = gl::Texture( loadImage( loadResource( RES_TEX_SQUARE ) ) );
mTexSphere = gl::Texture( loadImage( loadResource( RES_TEX_SPHERE ) ) );
mTexTerrain = gl::Texture( loadImage( loadResource( RES_TEX_TERRAIN ) ) );
mTexTerrain.setWrap( GL_REPEAT, GL_REPEAT );
mTexTerrain.unbind();
// Init terrain pointer
mTerrain = 0;
// Parameters
mParams = params::InterfaceGl( "Params", Vec2i( 200, 120 ) );
mParams.addParam( "Frame Rate", &mFrameRate, "", true );
mParams.addParam( "Test", &mTest, "min=0 max=9 step=1 keyDecr=t keyIncr=T" );
mParams.addButton( "Drop", bind( &BulletTestApp::drop, this ), "key=space" );
mParams.addButton( "Screen shot", bind( &BulletTestApp::screenShot, this ), "key=s" );
mParams.addButton( "Quit", bind( &BulletTestApp::quit, this ), "key=q" );
// Initialize
initTest();
// Run first resize to initialize view
resize( ResizeEvent( getWindowSize() ) );
}
示例5: setup
// Set up
void MeshApp::setup()
{
// Start Kinect
mKinect = Kinect::create();
mKinect->enableUserColor( false );
mKinect->removeBackground();
mKinect->start();
// Add callbacks
mCallbackDepthId = mKinect->addDepthCallback(& MeshApp::onDepthData, this );
mCallbackSkeletonId = mKinect->addSkeletonTrackingCallback(& MeshApp::onSkeletonData, this );
mCallbackColorId = mKinect->addColorCallback(& MeshApp::onColorData, this );
// Set up the light. This application does not actually use OpenGL
// lighting. Instead, it passes a light position and color
// values to the shader. Per fragment lighting is calculated in GLSL.
mLightAmbient = ColorAf( 0.0f, 0.0f, 0.0f, 1.0f );
mLightDiffuse = ColorAf( 0.5f, 0.5f, 0.5f, 1.0f );
mLightPosition = Vec3f( 0.0f, -600.0f, 180.0f );
mLightShininess = 2.0f;
mLightSpecular = ColorAf( 1.0f, 1.0f, 1.0f, 1.0f );
// Set default properties
mBrightTolerance = 0.2f;
mFrameRate = 0.0f;
mFullScreen = isFullScreen();
mFullScreenPrev = mFullScreen;
mMeshUvMix = 0.2f;
mRemoveBackground = true;
mRemoveBackgroundPrev = mRemoveBackground;
mScale = Vec3f( 1.0f, 1.0f, 500.0f );
mShowColor = false;
mColorOffsetX = 0.0f;
mColorOffsetY = 0.0f;
// Create the parameters bar
mParams = params::InterfaceGl( "Parameters", Vec2i( 250, 500 ) );
mParams.addSeparator( "" );
mParams.addParam( "Bright tolerance", &mBrightTolerance, "min=0.000 max=1.000 step=0.001 keyDecr=b keyIncr=B" );
mParams.addParam( "Remove background", &mRemoveBackground, "key=c" );
mParams.addParam( "Scale", &mScale );
mParams.addSeparator();
mParams.addParam( "Eye point", &mEyePoint );
mParams.addParam( "Look at", &mLookAt );
mParams.addParam( "Rotation", &mRotation );
mParams.addSeparator();
mParams.addParam( "Show Color", &mShowColor, "key=d" );
mParams.addParam( "Color offset X", &mColorOffsetX, "min=0.000 max=1.000 step=0.001 keyDecr=e keyIncr=E" );
mParams.addParam( "Color offset Y", &mColorOffsetY, "min=0.000 max=1.000 step=0.001 keyDecr=f keyIncr=F" );
mParams.addSeparator();
mParams.addParam( "Light position", &mLightPosition );
mParams.addParam( "Light shininess", &mLightShininess, "min=0.000 max=10000.000 step=0.001 keyDecr=g keyIncr=G" );
mParams.addSeparator();
mParams.addParam( "Frame rate", &mFrameRate, "", true );
mParams.addParam( "Full screen", &mFullScreen, "key=h" );
mParams.addButton( "Save screen shot", bind(& MeshApp::screenShot, this ), "key=space" );
mParams.addButton( "Quit", bind(& MeshApp::quit, this ), "key=esc" );
// Initialize texture
mTextureFormat.setInternalFormat( GL_RGBA_FLOAT32_ATI );
mTextureDepth = gl::Texture( Surface32f( kMeshWidth, kMeshHeight, false, SurfaceChannelOrder::RGBA ), mTextureFormat );
// Initialize mesh
initMesh();
// Run first window resize
resize();
}
示例6: setup
// Set up
void UiApp::setup()
{
glShadeModel( GL_FLAT );
// Set up camera
mCamera = CameraPersp( getWindowWidth(), getWindowHeight(), 45.0f, 0.01f, 1000.0f );
mOffset = Vec3f( 240.0f, -480.0f, 0.0f );
// Start device
mLeap = Device::create();
mLeap->addCallback( &UiApp::onFrame, this );
// Load cursor textures
for ( size_t i = 0; i < 3; ++i ) {
switch ( (CursorType)i ) {
case CursorType::GRAB:
mTexture[ i ] = gl::Texture( loadImage( loadResource( RES_TEX_GRAB ) ) );
break;
case CursorType::HAND:
mTexture[ i ] = gl::Texture( loadImage( loadResource( RES_TEX_HAND ) ) );
break;
case CursorType::TOUCH:
mTexture[ i ] = gl::Texture( loadImage( loadResource( RES_TEX_TOUCH ) ) );
break;
case NONE:
break;
}
mTexture[ i ].setFlipped( true );
mTexture[ i ].setMagFilter( GL_NEAREST );
mTexture[ i ].setMinFilter( GL_NEAREST );
}
// Initialize cursor
mCursorType = CursorType::NONE;
mCursorPosition = Vec3f::zero();
mCursorPositionTarget = Vec3f::zero();
// Load UI textures
mButton[ 0 ] = gl::Texture( loadImage( loadResource( RES_TEX_BUTTON_OFF ) ) );
mButton[ 1 ] = gl::Texture( loadImage( loadResource( RES_TEX_BUTTON_ON ) ) );
mSlider = gl::Texture( loadImage( loadResource( RES_TEX_SLIDER ) ) );
mTrack = gl::Texture( loadImage( loadResource( RES_TEX_TRACK ) ) );
// Flip textures
mButton[ 0 ].setFlipped( true );
mButton[ 1 ].setFlipped( true );
mSlider.setFlipped( true );
mTrack.setFlipped( true );
// Disable anti-aliasing
mButton[ 0 ].setMagFilter( GL_NEAREST );
mButton[ 0 ].setMinFilter( GL_NEAREST );
mButton[ 1 ].setMagFilter( GL_NEAREST );
mButton[ 1 ].setMinFilter( GL_NEAREST );
mSlider.setMagFilter( GL_NEAREST );
mSlider.setMinFilter( GL_NEAREST );
mTrack.setMagFilter( GL_NEAREST );
mTrack.setMinFilter( GL_NEAREST );
// Initialize buttons
Vec3f position( -120.0f, 950.0f, 0.0f );
for ( size_t i = 0; i < 3; ++i, position.x += 320.0f ) {
mButtonPosition[ i ] = position;
mButtonState[ i ] = false;
}
// Initialize sliider
mTrackPosition = Vec3f( 0.0f, 700.0f, 0.0f );
mSliderPosition = mTrackPosition;
mSliderPosition.y -= 45.0f;
// Params
mFrameRate = 0.0f;
mFullScreen = false;
mParams = params::InterfaceGl( "Params", Vec2i( 200, 105 ) );
mParams.addParam( "Frame rate", &mFrameRate, "", true );
mParams.addParam( "Full screen", &mFullScreen, "key=f" );
mParams.addButton( "Screen shot", bind( &UiApp::screenShot, this ), "key=space" );
mParams.addButton( "Quit", bind( &UiApp::quit, this ), "key=q" );
}
示例7: setup
// Set up
void UiApp::setup()
{
glShadeModel( GL_FLAT );
// Start device
mDevice = Device::create();
mDevice->connectEventHandler( &UiApp::onFrame, this );
// Load cursor textures
for ( size_t i = 0; i < 3; ++i ) {
switch ( (CursorType)i ) {
case CursorType::GRAB:
mTexture[ i ] = gl::Texture( loadImage( loadResource( RES_TEX_GRAB ) ) );
break;
case CursorType::HAND:
mTexture[ i ] = gl::Texture( loadImage( loadResource( RES_TEX_HAND ) ) );
break;
case CursorType::TOUCH:
mTexture[ i ] = gl::Texture( loadImage( loadResource( RES_TEX_TOUCH ) ) );
break;
case NONE:
break;
}
mTexture[ i ].setMagFilter( GL_NEAREST );
mTexture[ i ].setMinFilter( GL_NEAREST );
}
// Initialize cursor
mCursorType = CursorType::NONE;
mCursorPosition = Vec2f::zero();
mCursorPositionTarget = Vec2f::zero();
mFingerTipPosition = Vec2i::zero();
// Load UI textures
mButton[ 0 ] = gl::Texture( loadImage( loadResource( RES_TEX_BUTTON_OFF ) ) );
mButton[ 1 ] = gl::Texture( loadImage( loadResource( RES_TEX_BUTTON_ON ) ) );
mSlider = gl::Texture( loadImage( loadResource( RES_TEX_SLIDER ) ) );
mTrack = gl::Texture( loadImage( loadResource( RES_TEX_TRACK ) ) );
// Disable anti-aliasing
mButton[ 0 ].setMagFilter( GL_NEAREST );
mButton[ 0 ].setMinFilter( GL_NEAREST );
mButton[ 1 ].setMagFilter( GL_NEAREST );
mButton[ 1 ].setMinFilter( GL_NEAREST );
mSlider.setMagFilter( GL_NEAREST );
mSlider.setMinFilter( GL_NEAREST );
mTrack.setMagFilter( GL_NEAREST );
mTrack.setMinFilter( GL_NEAREST );
// Params
mFrameRate = 0.0f;
mFullScreen = false;
mParams = params::InterfaceGl( "Params", Vec2i( 200, 105 ) );
mParams.addParam( "Frame rate", &mFrameRate, "", true );
mParams.addParam( "Full screen", &mFullScreen, "key=f" );
mParams.addButton( "Screen shot", bind( &UiApp::screenShot, this ), "key=space" );
mParams.addButton( "Quit", bind( &UiApp::quit, this ), "key=q" );
// Run resize to initialize layout
resize();
}
示例8: setup
// Set up
void KinectApp::setup()
{
// Set up OpenGL
glLineWidth( 2.0f );
gl::color( ColorAf::white() );
// Set up camera
mCamera.lookAt( Vec3f( 0.0f, 0.0f, -3.0f ), Vec3f::zero() );
mCamera.setPerspective( 45.0f, getWindowAspectRatio(), 1.0f, 1000.0f );
// Define drawing body
defineBody();
// Initialize parameters
mBinaryMode = false;
mBinaryModePrev = mBinaryMode;
mCapture = true;
mCapturePrev = mCapture;
mDeviceCount = 0;
mEnabledAudio = true;
mEnabledAudioPrev = true;
mEnabledDepth = true;
mEnabledDepthPrev = mEnabledDepth;
mEnabledNearMode = false;
mEnabledNearModePrev = mEnabledNearMode;
mEnabledSkeletons = true;
mEnabledSkeletonsPrev = mEnabledSkeletons;
mEnabledStats = true;
mEnabledVideo = true;
mEnabledVideoPrev = mEnabledVideo;
mFrameRateApp = 0.0f;
mFrameRateDepth = 0.0f;
mFrameRateSkeletons = 0.0f;
mFrameRateVideo = 0.0f;
mFullScreen = isFullScreen();
mInverted = false;
mInvertedPrev = mInverted;
mRemoveBackground = false;
mRemoveBackgroundPrev = mRemoveBackground;
mUserCount = 0;
// Start image capture
startKinect();
// Start audio capture
startAudio();
// Setup the parameters
mParams = params::InterfaceGl( "Parameters", Vec2i( 245, 500 ) );
mParams.addText( "DEVICE" );
mParams.addParam( "Device count", & mDeviceCount, "", true );
mParams.addParam( "Device angle", & mCameraAngle, "min=-" + toString( Kinect::MAXIMUM_TILT_ANGLE ) +
" max=" + toString( Kinect::MAXIMUM_TILT_ANGLE ) + " step=1" );
mParams.addSeparator();
mParams.addText( "STATISTICS");
mParams.addParam( "Collect statistics", & mEnabledStats, "key=t" );
mParams.addParam( "App frame rate", & mFrameRateApp, "", true );
mParams.addParam( "Depth frame rate", & mFrameRateDepth, "", true );
mParams.addParam( "Skeleton frame rate", & mFrameRateSkeletons, "", true );
mParams.addParam( "Video frame rate", & mFrameRateVideo, "", true );
mParams.addParam( "User count", & mUserCount, "", true );
mParams.addSeparator();
mParams.addText( "CAPTURE" );
mParams.addParam( "Capture", & mCapture, "key=c" );
mParams.addParam( "Audio", & mEnabledAudio, "key=a" );
mParams.addParam( "Depth", & mEnabledDepth, "key=d" );
mParams.addParam( "Skeletons", & mEnabledSkeletons, "key=k" );
mParams.addParam( "Video", & mEnabledVideo, "key=v" );
mParams.addSeparator();
mParams.addText( "DEPTH IMAGE");
mParams.addParam( "Remove background", & mRemoveBackground, "key=b" );
mParams.addParam( "Binary depth mode", & mBinaryMode, "key=w" );
mParams.addParam( "Invert binary image", & mInverted, "key=i" );
mParams.addParam( "Near mode", & mEnabledNearMode, "key=n" );
mParams.addSeparator();
mParams.addText( "APPLICATION" );
mParams.addParam( "Full screen", & mFullScreen, "key=f" );
mParams.addButton( "Screen shot", std::bind(& KinectApp::screenShot, this ), "key=s" );
mParams.addButton( "Quit", std::bind( & KinectApp::quit, this ), "key=esc" );
}
示例9: setup
void VboMeshSampleApp::setup()
{
// Setting an unrealistically high frame rate effectively
// disables frame rate limiting
setFrameRate( 10000.0f );
setWindowSize( 800, 600 );
// Set up OpenGL to work with default lighting
glShadeModel( GL_SMOOTH );
gl::enable( GL_POLYGON_SMOOTH );
glHint( GL_POLYGON_SMOOTH_HINT, GL_NICEST );
gl::enable( GL_NORMALIZE );
gl::enableAlphaBlending();
gl::enableDepthRead();
gl::enableDepthWrite();
// Load the texture map
mTexture = gl::Texture( loadImage( loadResource( RES_TEXTURE ) ) );
// Define properties
mFrameRate = 0.0f;
mFullScreen = false;
mLightEnabled = true;
mMeshIndex = 0;
mNumSegments = 48;
mNumSegmentsPrev = mNumSegments;
mScale = Vec3f::one();
mTextureEnabled = true;
mWireframe = false;
// Set up the arcball
mArcball = Arcball( getWindowSize() );
mArcball.setRadius( (float)getWindowHeight() * 0.5f );
// Set up the camera
mCamera = CameraPersp( getWindowWidth(), getWindowHeight(), 60.0f, 0.0001f, 10.0f );
mCamera.lookAt( Vec3f( 0.0f, 0.0f, -5.0f ), Vec3f::zero() );
// Set up the light
mLight = new gl::Light( gl::Light::DIRECTIONAL, 0 );
mLight->setAmbient( ColorAf::white() );
mLight->setDiffuse( ColorAf::white() );
mLight->setDirection( Vec3f::one() );
mLight->setPosition( Vec3f::one() * -1.0f );
mLight->setSpecular( ColorAf::white() );
mLight->enable();
// Define the mesh titles for the params GUI
mMeshTitles.push_back( "Cube" );
mMeshTitles.push_back( "Sphere" );
mMeshTitles.push_back( "Cylinder" );
mMeshTitles.push_back( "Cone" );
mMeshTitles.push_back( "Circle" );
mMeshTitles.push_back( "Square" );
mMeshTitles.push_back( "Ring" );
mMeshTitles.push_back( "Custom" );
// Set up the params GUI
mParams = params::InterfaceGl( "Params", Vec2i( 200, 320 ) );
mParams.addParam( "Frame rate", &mFrameRate, "", true );
mParams.addSeparator();
mParams.addParam( "Enable light", &mLightEnabled, "key=l" );
mParams.addParam( "Enable texture", &mTextureEnabled, "key=t" );
mParams.addParam( "Mesh type", mMeshTitles, &mMeshIndex, "keyDecr=m keyIncr=M" );
mParams.addParam( "Scale", &mScale );
mParams.addParam( "Segments", &mNumSegments, "keyDecr=s keyIncr=S min=3 max=1024 step=1" );
mParams.addParam( "Wireframe", &mWireframe, "key=w" );
mParams.addSeparator();
mParams.addParam( "Full screen", &mFullScreen, "key=f" );
mParams.addButton( "Screen shot", bind( &VboMeshSampleApp::screenShot, this ), "key=space" );
mParams.addButton( "Quit", bind( &VboMeshSampleApp::quit, this ), "key=q" );
// Generate meshes
createMeshes();
}
示例10: setup
// Set up
void GestureApp::setup()
{
// Set up OpenGL
gl::enable( GL_POLYGON_SMOOTH );
glHint( GL_POLYGON_SMOOTH_HINT, GL_NICEST );
// UI
mBackgroundBrightness = 0.0f;
mBackgroundColor = Colorf( 0.0f, 0.1f, 0.2f );
mCircleResolution = 32;
mDialBrightness = 0.0f;
mDialPosition = Vec2f( 155.0f, 230.0f );
mDialRadius = 120.0f;
mDialSpeed = 0.21f;
mDialValue = 0.0f;
mDialValueDest = mDialValue;
mDotRadius = 3.0f;
mDotSpacing = mDotRadius * 3.0f;
mFadeSpeed = 0.95f;
mKeySpacing = 25.0f;
mKeyRect = Rectf( mKeySpacing, 360.0f + mKeySpacing, 600.0f, 600.0f );
mKeySize = 60.0f;
mPointableRadius = 15.0f;
mSwipeBrightness = 0.0f;
mSwipePos = 0.0f;
mSwipePosDest = mSwipePos;
mSwipePosSpeed = 0.33f;
mSwipeRect = Rectf( 310.0f, 100.0f, 595.0f, 360.0f );
mSwipeStep = 0.033f;
// Sets master offset
resize();
// Lay out keys
float spacing = mKeySize + mKeySpacing;
for ( float y = mKeyRect.y1; y < mKeyRect.y2; y += spacing ) {
for ( float x = mKeyRect.x1; x < mKeyRect.x2; x += spacing ) {
Rectf bounds( x, y, x + mKeySize, y + mKeySize );
Key key( bounds );
mKeys.push_back( key );
}
}
// Start device
mLeap = Device::create();
mCallbackId = mLeap->addCallback( &GestureApp::onFrame, this );
// Enable all gesture types
mLeap->enableGesture( Gesture::Type::TYPE_CIRCLE );
mLeap->enableGesture( Gesture::Type::TYPE_KEY_TAP );
mLeap->enableGesture( Gesture::Type::TYPE_SCREEN_TAP );
mLeap->enableGesture( Gesture::Type::TYPE_SWIPE );
// Params
mFrameRate = 0.0f;
mFullScreen = false;
mParams = params::InterfaceGl( "Params", Vec2i( 200, 105 ) );
mParams.addParam( "Frame rate", &mFrameRate, "", true );
mParams.addParam( "Full screen", &mFullScreen, "key=f" );
mParams.addButton( "Screen shot", bind( &GestureApp::screenShot, this ), "key=space" );
mParams.addButton( "Quit", bind( &GestureApp::quit, this ), "key=q" );
}