Beispiel #1
0
void FlagComponent::saveToFile() {
    /*
    TODO: This is a really bad way of storing things. Adding one flag shouldn't
    involve writing a new file/table every time. Needs fixing.
    */
    KStarsData::Instance()->userdb()->EraseAllFlags();

    for ( int i=0; i < size(); ++i ) {
        KStarsData::Instance()->userdb()->AddFlag(QString::number( pointList().at( i )->ra0().Degrees() ),
                                                  QString::number( pointList().at( i )->dec0().Degrees() ),
                                                  epoch ( i ),
                                                  imageName( i ).replace( ' ', '_' ),
                                                  label( i ),
                                                  labelColor( i ).name());
    }
}
/***********************************************************************************************************************
 * @BRIEF Process a single image frame
 * @PARAM[in] imageIn the input image frame
 * @PARAM[out] imageOut the processed image frame
 * @RETURN true if frame was processed successfully
 * @AUTHOR Christopher D. McMurrough
 **********************************************************************************************************************/
bool processFrame(const cv::Mat &imageIn, cv::Mat &imageOut)
{
	// get the region of interest
	cv::Point p1(imageIn.cols / 2 - 50, imageIn.rows / 2 - 50);
	cv::Point p2(imageIn.cols / 2 + 50, imageIn.rows / 2 + 50);
	cv::Rect boundingRectangle(p1, p2);
	cv::Mat imageROI = imageIn(boundingRectangle);

	// compute the color label for the region of interest
	char color = labelColor(imageROI);

	// copy the input image frame to the ouput image
	imageIn.copyTo(imageOut);

	// annotate the output image
	switch(color)
	{
		case COLOR_RED:
			cv::rectangle(imageOut, boundingRectangle, cv::Scalar(0, 0, 255), 3);
			break;
		case COLOR_GREEN:
			cv::rectangle(imageOut, boundingRectangle, cv::Scalar(0, 255, 0), 3);
			break;
		case COLOR_BLUE:
			cv::rectangle(imageOut, boundingRectangle, cv::Scalar(255, 0, 0), 3);
			break;
		case COLOR_YELLOW:
			cv::rectangle(imageOut, boundingRectangle, cv::Scalar(0, 255, 255), 3);
			break;
		case COLOR_ORANGE:
			cv::rectangle(imageOut, boundingRectangle, cv::Scalar(0, 128, 255), 3);
			break;
		case COLOR_WHITE:
			cv::rectangle(imageOut, boundingRectangle, cv::Scalar(255, 255, 255), 3);
			break;
		default:
			cv::rectangle(imageOut, boundingRectangle, cv::Scalar(0, 0, 0), 3);
			break;
	}

	// return true on success
	return true;
}
Beispiel #3
0
void WindowButton::onRender( RenderContext & context, const RectInt & window )
{
	int baseAlpha = m_Alpha * 255;
	int alpha = Clamp( baseAlpha + (enabled() ? (m_ButtonDown ? DOWN_ALPHA : m_CursorOver ? OVER_ALPHA : 0) : DISABLED_ALPHA) , 0, 255 );

	// update the image frame
	if ( m_Button.valid() )
	{
		static RectFloat buttonUV( 0, 0, 1, 1 );

		// get the button color
		//Color buttonColor( m_ButtonDown ? windowStyle()->highColor() : windowStyle()->color() );
		Color buttonColor( m_ButtonDown ? m_Color * 2.0f : m_Color );
		buttonColor.m_A = alpha;

		if ( m_bGreyed )
			buttonColor.greyscale(BUTTON_GREYED_SCALE);

		// if the button has multiple frames, set the time to display the correct frame
		if ( m_Button->frames() > 1 )
		{
			ASSERT( m_Button->fps() > 0 );

			int frame = 0;
			if ( m_Button->frames() == 2 )
				frame = m_ButtonDown ? 1 : 0;
			else
				frame = m_ButtonDown ? 1 : m_CursorOver ? 2 : 0;

			m_Time = (1.0f / m_Button->fps()) * frame;
		}

		RectInt buttonRect( window );
		if ( (m_Style & LOCK_ICON_SIZE) != 0 )
		{
			int nDiffuse = m_Button->findTexture( PrimitiveSurface::DIFFUSE );
			if ( nDiffuse >= 0 )
			{
				SizeInt buttonSize( m_Button->texture( nDiffuse ).m_pImage->size() );
				// keep button original size
				buttonRect.setWidth( buttonSize.width );
				buttonRect.setHeight( buttonSize.height );
			}
		}

		// flush the button material, so we can have different frames for each button
		m_Button->flushMaterial();
		// save then change the context time
		float fContextTime = context.time();
		context.setTime( m_Time );
		// push the button material
		Material::push( context, m_Button );
		// draw the button
		PrimitiveWindow::push( context.display(), buttonRect, buttonUV, buttonColor );
		// restore the context time
		context.setTime( fContextTime );
	}

	// display the label
	if ( m_Label.length() > 0 )
	{
		String sLabel = m_Label;

		Font * pFont = windowStyle()->font();
		ASSERT( pFont );

		Color cLabel = labelColor();
		if ( m_Style & EFFECT_FADEIN && visibleTime() < BUTTON_FADE_IN_TIME )
			cLabel.a = (visibleTime() / BUTTON_FADE_IN_TIME) * 255;
		else
			cLabel.a = 255;

		SizeInt labelSize( pFont->size( sLabel ) );
		PointInt labelPos( window.m_Left + ((window.width() / 2) - (labelSize.width / 2)),
			window.m_Top + ((window.height() / 2) - (labelSize.height / 2)) );

		Font::push( context.display(), pFont, labelPos, sLabel, cLabel );
	}

	// display hotkey in lower right corner
	if ( (m_Style & SHOW_HOTKEY) != 0 && m_HotKey != 0 )
	{
		Font * pFont = windowStyle()->font();
		ASSERT( pFont );

		Color color( ((m_CursorOver || m_ButtonDown) && enabled()) ? 
			windowStyle()->highColor() : windowStyle()->color() );

		if ( m_Style & EFFECT_FADEIN && visibleTime() < BUTTON_FADE_IN_TIME )
			color.a = (visibleTime() / BUTTON_FADE_IN_TIME) * 255;
		else
			color.a = 255;

		if ( m_bGreyed )
			color.greyscale(BUTTON_GREYED_SCALE);

		String sKey( Keyboard::keyShortText( Keyboard::unmap( m_HotKey ) ) );
		SizeInt textSize( pFont->size( sKey ) );
		PointInt textPos( window.m_Right - textSize.width, 
			window.m_Bottom - textSize.height );
		
		Font::push( context.display(), pFont, textPos, sKey, color );
	}
}