MainWindow::MainWindow(QWidget *parent, Qt::WFlags flags) : QMainWindow(parent, flags) { ui.setupUi(this); QActionGroup* sketchStepGroup = new QActionGroup(this); sketchStepGroup->addAction(ui.actionStepFloor); sketchStepGroup->addAction(ui.actionStepWindow); ui.actionStepFloor->setChecked(true); ui.actionStepWindow->setChecked(false); ui.actionViewWireFrame->setChecked(true); // メニューハンドラ connect(ui.actionNewSketch, SIGNAL(triggered()), this, SLOT(onNewSketch())); connect(ui.actionClear3DModel, SIGNAL(triggered()), this, SLOT(onClear3DModel())); connect(ui.actionSaveImage, SIGNAL(triggered()), this, SLOT(onSaveImage())); connect(ui.actionLoadCamera, SIGNAL(triggered()), this, SLOT(onLoadCamera())); connect(ui.actionSaveCamera, SIGNAL(triggered()), this, SLOT(onSaveCamera())); connect(ui.actionResetCamera, SIGNAL(triggered()), this, SLOT(onResetCamera())); connect(ui.actionExit, SIGNAL(triggered()), this, SLOT(close())); connect(ui.actionStepFloor, SIGNAL(triggered()), this, SLOT(onStepFloor())); connect(ui.actionStepWindow, SIGNAL(triggered()), this, SLOT(onStepWindow())); connect(ui.actionViewWireFrame, SIGNAL(triggered()), this, SLOT(onViewWireFrame())); connect(ui.actionAnalyzeRules, SIGNAL(triggered()), this, SLOT(onAnalyzeRules())); connect(ui.actionFindMatchingRule, SIGNAL(triggered()), this, SLOT(onFindMatchingRule())); glWidget = new GLWidget3D(this); setCentralWidget(glWidget); }
MainWindow::MainWindow(QWidget *parent) : QMainWindow(parent), _ui(new Ui::MainWindow), _nextScene(QString::null) { _ui->setupUi(this); Camera* camera = new Camera; camera->set(config->defaultCameraVerticalFOV(), config->defaultCameraAspectRatio()); camera->setAperture(config->defaultCameraAperture()); camera->setFocalPlane(config->defaultCameraFocusPlane()); _ui->renderer->setCamera(camera); _setConfig(); _ui->sceneNames->addItems(sceneGenerator->scenes()); _ui->sceneNames->setCurrentIndex(0); logger->setConsole(_ui->console); logger->setStatusBar(_ui->statusBar); onLoadScene(); connect(_ui->action_Save, SIGNAL(triggered()), SLOT(onSaveImage())); connect(_ui->action_Play_Pause, SIGNAL(triggered()), SLOT(onPlayPause())); connect(_ui->action_Stop, SIGNAL(triggered()), SLOT(onStop())); connect(_ui->action_Reload, SIGNAL(triggered()), SLOT(onLoadScene())); connect(_ui->sceneNames, SIGNAL(currentIndexChanged(QString)), SLOT(onLoadScene())); connect(_ui->integrator, SIGNAL(currentTextChanged(QString)), SLOT(onIntegratorChanged())); connect(_ui->renderer, SIGNAL(renderingFinished()), SLOT(onRenderingFinished())); connect(_ui->renderer, SIGNAL(renderingStarted()), SLOT(onRenderingStarted())); connect(_ui->renderer, SIGNAL(clicked(Intersection)), SLOT(onClick(Intersection))); QTimer* progressTimer = new QTimer(this); connect(progressTimer, SIGNAL(timeout()), SLOT(onUpdateProgress())); progressTimer->start(35); }
MainWindow::MainWindow(QWidget *parent, Qt::WFlags flags) : QMainWindow(parent, flags) { ui.setupUi(this); // UI設定 QActionGroup* groupMode = new QActionGroup(this); ui.actionModeSketch->setCheckable(true); ui.actionMode3DView->setCheckable(true); ui.actionModeSketch->setActionGroup(groupMode); ui.actionMode3DView->setActionGroup(groupMode); ui.actionModeSketch->setChecked(true); QActionGroup* groupPenColor = new QActionGroup(this); ui.actionPenColorBranch->setCheckable(true); ui.actionPenColorLeaf->setCheckable(true); ui.actionPenColorBranch->setActionGroup(groupPenColor); ui.actionPenColorLeaf->setActionGroup(groupPenColor); ui.actionPenColorBranch->setChecked(true); QActionGroup* groupPenWidth = new QActionGroup(this); ui.actionPenWidth20->setCheckable(true); ui.actionPenWidth10->setCheckable(true); ui.actionPenWidth5->setCheckable(true); ui.actionPenWidth20->setActionGroup(groupPenWidth); ui.actionPenWidth10->setActionGroup(groupPenWidth); ui.actionPenWidth5->setActionGroup(groupPenWidth); ui.actionPenWidth20->setChecked(true); // メニューハンドラ connect(ui.actionNewSketch, SIGNAL(triggered()), this, SLOT(onNewSketch())); connect(ui.actionLoadSketch, SIGNAL(triggered()), this, SLOT(onLoadSketch())); connect(ui.actionSaveSketch, SIGNAL(triggered()), this, SLOT(onSaveSketch())); connect(ui.actionSaveImage, SIGNAL(triggered()), this, SLOT(onSaveImage())); connect(ui.actionLoadCamera, SIGNAL(triggered()), this, SLOT(onLoadCamera())); connect(ui.actionSaveCamera, SIGNAL(triggered()), this, SLOT(onSaveCamera())); connect(ui.actionResetCamera, SIGNAL(triggered()), this, SLOT(onResetCamera())); connect(ui.actionExit, SIGNAL(triggered()), this, SLOT(close())); connect(ui.actionRandomGeneration, SIGNAL(triggered()), this, SLOT(onRandomGeneration())); connect(ui.actionGreedyInverse, SIGNAL(triggered()), this, SLOT(onGreedyInverse())); connect(ui.actionModeSketch, SIGNAL(triggered()), this, SLOT(onModeUpdate())); connect(ui.actionMode3DView, SIGNAL(triggered()), this, SLOT(onModeUpdate())); connect(ui.actionPenColorBranch, SIGNAL(triggered()), this, SLOT(onPenColorUpdate())); connect(ui.actionPenColorLeaf, SIGNAL(triggered()), this, SLOT(onPenColorUpdate())); connect(ui.actionPenWidth20, SIGNAL(triggered()), this, SLOT(onPenWidthUpdate())); connect(ui.actionPenWidth10, SIGNAL(triggered()), this, SLOT(onPenWidthUpdate())); connect(ui.actionPenWidth5, SIGNAL(triggered()), this, SLOT(onPenWidthUpdate())); connect(ui.actionOptions, SIGNAL(triggered()), this, SLOT(onOptions())); glWidget = new GLWidget3D(this); setCentralWidget(glWidget); }
MainWindow::MainWindow(QWidget *parent) : QMainWindow(parent), ui(new Ui::MainWindow) { ui->setupUi(this); view = new GLView(this); view->resize(512,512); setWindowTitle(tr("SchlierenVis")); // view->show(); setCentralWidget(view); /* QVBoxLayout *layout = new QVBoxLayout(); layout->addWidget(view); setLayout(layout); layout->setSizeConstraint(QLayout::SetMinimumSize);*/ color_widget = new ColorFilterWidget(view); color_widget->resize(300,1024); color_widget->show(); loadDataAct = new QAction(tr("&Load Data"), this); loadDataAct->setShortcuts(QKeySequence::Open); loadDataAct->setStatusTip(tr("load data file")); connect(loadDataAct, SIGNAL(triggered()), this, SLOT(onLoadData())); loadImageAct = new QAction(tr("&Load Image"), this); //loadDataAct->setShortcuts(QKeySequence::New); loadImageAct->setStatusTip(tr("load image file")); connect(loadImageAct, SIGNAL(triggered()), this, SLOT(onLoadImage())); saveImageAct = new QAction(tr("&Save Image"), this); //loadDataAct->setShortcuts(QKeySequence::New); saveImageAct->setStatusTip(tr("save image file")); connect(saveImageAct, SIGNAL(triggered()), this, SLOT(onSaveImage())); fileMenu = menuBar()->addMenu(tr("&File")); fileMenu->addAction(loadDataAct); fileMenu->addAction(loadImageAct); fileMenu->addAction(saveImageAct); connect(view, SIGNAL(drawFilterAtPoint(float,float)), color_widget, SLOT(drawBrush(float,float))); connect(color_widget, SIGNAL(imageChanged(float*,int,int)), view, SLOT(setImageCutoff(float*,int,int))); }
MainWindow::MainWindow(QWidget *parent, Qt::WFlags flags) : QMainWindow(parent, flags) { ui.setupUi(this); connect(ui.actionExit, SIGNAL(triggered()), this, SLOT(close())); connect(ui.actionSaveImage, SIGNAL(triggered()), this, SLOT(onSaveImage())); connect(ui.actionGenerateRandom, SIGNAL(triggered()), this, SLOT(onGenerateRandom())); connect(ui.actionGenerateSamples, SIGNAL(triggered()), this, SLOT(onGenerateSamples())); connect(ui.actionGenerateTrainingFiles, SIGNAL(triggered()), this, SLOT(onGenerateTrainingFiles())); connect(ui.actionInversePMByLinearRegression, SIGNAL(triggered()), this, SLOT(onInversePMByLinearRegression())); connect(ui.actionInversePMByLinearRegression2, SIGNAL(triggered()), this, SLOT(onInversePMByLinearRegression2())); connect(ui.actionInversePMByLinearRegression3, SIGNAL(triggered()), this, SLOT(onInversePMByLinearRegression3())); connect(ui.actionInversePMByHierarchicalLR, SIGNAL(triggered()), this, SLOT(onInversePMByHierarchicalLR())); connect(ui.actionInversePMByGaussianProcess, SIGNAL(triggered()), this, SLOT(onInversePMByGaussianProcess())); glWidget = new GLWidget3D(this); setCentralWidget(glWidget); // setup the docking widgets controlWidget = new ControlWidget(this); controlWidget->show(); addDockWidget(Qt::LeftDockWidgetArea, controlWidget); }
MainWindow::MainWindow(QWidget *parent) : QMainWindow(parent) { ui.setupUi(this); // UI設定 QActionGroup* groupPenColor = new QActionGroup(this); ui.actionPenColorBranch->setCheckable(true); ui.actionPenColorLeaf->setCheckable(true); ui.actionPenColorBranch->setActionGroup(groupPenColor); ui.actionPenColorLeaf->setActionGroup(groupPenColor); ui.actionPenColorBranch->setChecked(true); QActionGroup* groupPenWidth = new QActionGroup(this); ui.actionPenWidth20->setCheckable(true); ui.actionPenWidth10->setCheckable(true); ui.actionPenWidth5->setCheckable(true); ui.actionPenWidth20->setActionGroup(groupPenWidth); ui.actionPenWidth10->setActionGroup(groupPenWidth); ui.actionPenWidth5->setActionGroup(groupPenWidth); ui.actionPenWidth20->setChecked(true); // メニューハンドラ connect(ui.actionNewSketch, SIGNAL(triggered()), this, SLOT(onNewSketch())); connect(ui.actionLoadSketch, SIGNAL(triggered()), this, SLOT(onLoadSketch())); connect(ui.actionSaveSketch, SIGNAL(triggered()), this, SLOT(onSaveSketch())); connect(ui.actionSaveImage, SIGNAL(triggered()), this, SLOT(onSaveImage())); connect(ui.actionExit, SIGNAL(triggered()), this, SLOT(close())); connect(ui.actionRandomGeneration, SIGNAL(triggered()), this, SLOT(onRandomGeneration())); connect(ui.actionMCTS, SIGNAL(triggered()), this, SLOT(onMCTS())); connect(ui.actionPenColorBranch, SIGNAL(triggered()), this, SLOT(onPenColorUpdate())); connect(ui.actionPenColorLeaf, SIGNAL(triggered()), this, SLOT(onPenColorUpdate())); connect(ui.actionPenWidth20, SIGNAL(triggered()), this, SLOT(onPenWidthUpdate())); connect(ui.actionPenWidth10, SIGNAL(triggered()), this, SLOT(onPenWidthUpdate())); connect(ui.actionPenWidth5, SIGNAL(triggered()), this, SLOT(onPenWidthUpdate())); glWidget = new GLWidget3D(this); setCentralWidget(glWidget); }
MainWindow::MainWindow(QWidget *parent, Qt::WFlags flags) : QMainWindow(parent, flags) { ui.setupUi(this); // setup the docking widgets controlWidget = new ControlWidget(this); propertyWidget = new PropertyWidget(this); // setup the toolbar ui.fileToolBar->addAction(ui.actionNewTerrain); ui.fileToolBar->addAction(ui.actionOpenTerrain); ui.areaToolBar->addAction(ui.actionAreaSelect); ui.areaToolBar->addAction(ui.actionAreaCreate); ui.areaToolBar->addAction(ui.actionHintLine); ui.areaToolBar->addAction(ui.actionAvenueSketch); ui.actionAreaSelect->setChecked(true); // register the menu's action handlers connect(ui.actionNewTerrain, SIGNAL(triggered()), this, SLOT(onNewTerrain())); connect(ui.actionOpenTerrain, SIGNAL(triggered()), this, SLOT(onLoadTerrain())); connect(ui.actionSaveTerrain, SIGNAL(triggered()), this, SLOT(onSaveTerrain())); connect(ui.actionLoadRoads, SIGNAL(triggered()), this, SLOT(onLoadRoads())); connect(ui.actionAddRoads, SIGNAL(triggered()), this, SLOT(onAddRoads())); connect(ui.actionSaveRoads, SIGNAL(triggered()), this, SLOT(onSaveRoads())); connect(ui.actionClearRoads, SIGNAL(triggered()), this, SLOT(onClearRoads())); connect(ui.actionLoadAreas, SIGNAL(triggered()), this, SLOT(onLoadAreas())); connect(ui.actionSaveAreas, SIGNAL(triggered()), this, SLOT(onSaveAreas())); connect(ui.actionSaveImage, SIGNAL(triggered()), this, SLOT(onSaveImage())); connect(ui.actionSaveImageHD, SIGNAL(triggered()), this, SLOT(onSaveImageHD())); connect(ui.actionLoadCamera, SIGNAL(triggered()), this, SLOT(onLoadCamera())); connect(ui.actionSaveCamera, SIGNAL(triggered()), this, SLOT(onSaveCamera())); connect(ui.actionResetCamera, SIGNAL(triggered()), this, SLOT(onResetCamera())); connect(ui.actionExit, SIGNAL(triggered()), this, SLOT(close())); connect(ui.menuArea, SIGNAL(aboutToShow()), this, SLOT(onAreaMenu())); connect(ui.actionAreaSelect, SIGNAL(triggered()), this, SLOT(onAreaSelect())); connect(ui.actionAreaCreate, SIGNAL(triggered()), this, SLOT(onAreaCreate())); connect(ui.actionAreaDelete, SIGNAL(triggered()), this, SLOT(onAreaDelete())); connect(ui.actionAreaDeleteAll, SIGNAL(triggered()), this, SLOT(onAreaDeleteAll())); connect(ui.actionHintLine, SIGNAL(triggered()), this, SLOT(onHintLine())); connect(ui.actionCutRoads, SIGNAL(triggered()), this, SLOT(onCutRoads())); connect(ui.actionHighwaySketch, SIGNAL(triggered()), this, SLOT(onHighwaySketch())); connect(ui.actionAvenueSketch, SIGNAL(triggered()), this, SLOT(onAvenueSketch())); connect(ui.actionStreetSketch, SIGNAL(triggered()), this, SLOT(onStreetSketch())); connect(ui.actionControlPoints, SIGNAL(triggered()), this, SLOT(onControlPoints())); connect(ui.actionGenerateBlocks, SIGNAL(triggered()), this, SLOT(onGenerateBlocks())); connect(ui.actionGenerateParcels, SIGNAL(triggered()), this, SLOT(onGenerateParcels())); connect(ui.actionGenerateBuildings, SIGNAL(triggered()), this, SLOT(onGenerateBuildings())); connect(ui.actionGenerateVegetation, SIGNAL(triggered()), this, SLOT(onGenerateVegetation())); connect(ui.actionGenerateAll, SIGNAL(triggered()), this, SLOT(onGenerateAll())); connect(ui.actionGenerateRegularGrid, SIGNAL(triggered()), this, SLOT(onGenerateRegularGrid())); connect(ui.actionGenerateCurvyGrid, SIGNAL(triggered()), this, SLOT(onGenerateCurvyGrid())); connect(ui.actionRotationVideo, SIGNAL(triggered()), this, SLOT(onRotationVideo())); connect(ui.actionInterpolationVideo, SIGNAL(triggered()), this, SLOT(onInterpolationVideo())); connect(ui.actionBlendingVideo, SIGNAL(triggered()), this, SLOT(onBlendingVideo())); connect(ui.actionGrowingVideo, SIGNAL(triggered()), this, SLOT(onGrowingVideo())); connect(ui.action3DVideo, SIGNAL(triggered()), this, SLOT(on3DVideo())); connect(ui.actionMountainVideo, SIGNAL(triggered()), this, SLOT(onMountainVideo())); connect(ui.actionTerrainGeneration, SIGNAL(triggered()), this, SLOT(onTerrainGeneration())); connect(ui.actionUpdateMountain, SIGNAL(triggered()), this, SLOT(onUpdateMountain())); connect(ui.actionTerrainSegmentation, SIGNAL(triggered()), this, SLOT(onTerrainSegmentation())); connect(ui.actionExtractContour, SIGNAL(triggered()), this, SLOT(onExtractContour())); connect(ui.actionTerrainDataConverter, SIGNAL(triggered()), this, SLOT(onTerrainDataConverter())); connect(ui.actionTerrainDataConverter2, SIGNAL(triggered()), this, SLOT(onTerrainDataConverter2())); connect(ui.actionCamera3D, SIGNAL(triggered()), this, SLOT(onCamera3D())); connect(ui.actionCameraFlyOver, SIGNAL(triggered()), this, SLOT(onCameraFlyOver())); connect(ui.actionControlWidget, SIGNAL(triggered()), this, SLOT(onShowControlWidget())); connect(ui.actionPropertyWidget, SIGNAL(triggered()), this, SLOT(onShowPropertyWidget())); connect(ui.actionDebug, SIGNAL(triggered()), this, SLOT(onDebug())); // setup the GL widget glWidget = new GLWidget3D(this); setCentralWidget(glWidget); controlWidget->show(); addDockWidget(Qt::LeftDockWidgetArea, controlWidget); urbanGeometry = new UrbanGeometry(this); mode = MODE_AREA_SELECT; }