void GameInterface::initGUI() { int* option= &((XMLScene*) scene)->option; GLUI_Panel* viewPanel= addPanel("View Points",1); viewPanel->set_alignment(1); GLUI_RadioGroup* group = addRadioGroupToPanel(viewPanel,&((XMLScene*) scene)->viewPoint,16); addRadioButtonToGroup(group,"Lateral"); addRadioButtonToGroup(group,"Upper"); GLUI_Panel *gameModePanel = addPanel("Game", 1); gameModePanel->set_alignment(0); GLUI_Listbox* themeListBox =addListboxToPanel(gameModePanel,"Theme: ",option,8); themeListBox->add_item (0, "Classic"); themeListBox->add_item (1, "Minecraft"); themeListBox->add_item (2, "Dragon Ball"); GLUI_Button* undo = addButtonToPanel(gameModePanel,"Undo",12); addColumnToPanel(gameModePanel); GLUI_Listbox* gameModeListbox=addListboxToPanel(gameModePanel,"Game Mode", &((XMLScene*) scene)->data->newGameMode,9); gameModeListbox->add_item(1,"PVP"); gameModeListbox->add_item(2,"Player vs PC"); gameModeListbox->add_item(3,"PC vs PC"); GLUI_Button* redo = addButtonToPanel(gameModePanel,"Redo",13); addColumnToPanel(gameModePanel); GLUI_Panel* difficultiesPanel=addPanelToPanel(gameModePanel,"Difficulties",1); difficultiesPanel->set_alignment(0); GLUI_Listbox* difficulty1Listbox=addListboxToPanel(difficultiesPanel,"Computer 1", &((XMLScene*) scene)->data->newDifficulties[0],10); difficulty1Listbox->add_item(1,"Normal"); difficulty1Listbox->add_item(2,"Hard"); GLUI_Button* restart = addButtonToPanel(gameModePanel,"Restart",14); GLUI_Listbox* difficulty2Listbox=addListboxToPanel(difficultiesPanel,"Computer 2", &((XMLScene*) scene)->data->newDifficulties[1],11); difficulty2Listbox->add_item(1,"Normal"); difficulty2Listbox->add_item(2,"Hard"); GLUI_Button* gameMovie = addButtonToPanel(gameModePanel,"Game Movie",15); }
void GameInterface::initGUI() { int* option= &((XMLScene*) scene)->option; /* GLUI_Panel *varPanel1 = addPanel("Cameras", 1); int* camera = &((XMLScene*) scene)->camera; GLUI_Listbox *texturesListbox =addListboxToPanel(varPanel1,"Camera: ",camera,7); unsigned int size=((XMLScene*) scene)->file->sceneCameras.size(); for(unsigned int i = 0;i<size;i++) { texturesListbox->add_item (i, ((XMLScene*) scene)->file->sceneCameras[i].first); } //addColumn(); GLUI_Panel *varPanel2 = addPanel("Draw Mode", 1); varPanel2->set_alignment(0); GLUI_RadioGroup* radioGroup = addRadioGroupToPanel(varPanel2,&((XMLScene*) scene)->drawmode,3); addRadioButtonToGroup(radioGroup,"Fill"); addRadioButtonToGroup(radioGroup,"Line"); addRadioButtonToGroup(radioGroup,"Point"); addColumn(); */ GLUI_Panel *gameModePanel = addPanel("Game", 1); gameModePanel->set_alignment(0); GLUI_Listbox* themeListBox =addListboxToPanel(gameModePanel,"Theme: ",option,8); themeListBox->add_item (0, "Classic"); themeListBox->add_item (1, "Minecraft"); GLUI_Button* undo = addButtonToPanel(gameModePanel,"Undo",12); addColumnToPanel(gameModePanel); GLUI_Listbox* gameModeListbox=addListboxToPanel(gameModePanel,"Game Mode", &((XMLScene*) scene)->data->gameMode,9); gameModeListbox->add_item(1,"PVP"); gameModeListbox->add_item(2,"Player vs PC"); gameModeListbox->add_item(3,"PC vs PC"); GLUI_Button* redo = addButtonToPanel(gameModePanel,"Redo",13); addColumnToPanel(gameModePanel); GLUI_Panel* difficultiesPanel=addPanelToPanel(gameModePanel,"Difficulties",1);; difficultiesPanel->set_alignment(0); GLUI_Listbox* difficulty1Listbox=addListboxToPanel(difficultiesPanel,"Computer 1", &((XMLScene*) scene)->data->difficulties[0],10); difficulty1Listbox->add_item(1,"Normal"); difficulty1Listbox->add_item(2,"Hard"); GLUI_Button* restart = addButtonToPanel(gameModePanel,"Restart",14); GLUI_Listbox* difficulty2Listbox=addListboxToPanel(difficultiesPanel,"Computer 2", &((XMLScene*) scene)->data->difficulties[1],11); difficulty2Listbox->add_item(1,"Normal"); difficulty2Listbox->add_item(2,"Hard"); GLUI_Button* gameFilm = addButtonToPanel(gameModePanel,"Game Film",15); }
Graph::Graph() { minFitness = 0.0f; glui = GLUI_Master.create_glui("Parameter Graph"); GLUI_Button* close = glui->add_button("Close", 0, uiClose); close->user_id = (long)this; // glui->add_spinner("Min fitness", GLUI_SPINNER_FLOAT, &minFitness); GLUI_Panel *p = glui->add_panel("Graph"); graphControl = new GraphControl(); graphControl->owner=this; p->add_control(graphControl); mutex = SDL_CreateMutex(); }
/* Resets curr_root and curr branch to TreePanel and lastChild */ void GLUI_TreePanel::resetToRoot(GLUI_Panel *new_root) { GLUI_Panel *root = this; if (new_root != NULL) root = new_root; curr_root = root; if (dynamic_cast<GLUI_Tree*>(curr_root)) ((GLUI_Tree *)curr_root)->set_current(true); curr_branch = (GLUI_Tree *)root->first_child(); /* since Trees are collapsable, we need to check the collapsed nodes in case the curr_root is collapsed */ if (curr_branch == NULL && (root->collapsed_node).first_child() != NULL) { curr_branch = (GLUI_Tree *)(root->collapsed_node).first_child(); } while (curr_branch && dynamic_cast<GLUI_Tree*>(curr_branch)) { curr_branch=(GLUI_Tree *)curr_branch->next(); } }
GLUI_Panel *GLUI::add_panel_to_panel( GLUI_Panel *parent_panel, char *name, int type ) { GLUI_Panel *panel; panel = new GLUI_Panel; if ( panel ) { panel->set_name( name ); panel->user_id = -1; panel->int_val = type; add_control( parent_panel, panel ); return panel; } else { return NULL; } }
void init(int* argc, char** argv) { glutInit(argc, argv); glutInitDisplayMode(GLUT_DOUBLE | GLUT_RGBA | GLUT_DEPTH); glutInitWindowSize(800, 600); mainWindow = glutCreateWindow("Qix"); const Qix::Color FrameColor = 0xff999999; const Qix::Color PlayerColor = 0xffff0000; sceneTransform = Qix::Transformation( Qix::Vector3(0, 0, -2), Qix::Vector3(0.1, 0.1, 0.1), Qix::Vector3(0, 0, 0) ); light = Qix::Light(Qix::Vector4(6, 8, 0, 0)); light.ambient = 0xff333333; walls.push_back(Qix::Wall(Qix::Cube( Qix::Transformation( Qix::Vector3(0, -6, 0), Qix::Vector3(18, 1, 1), Qix::Vector3(0, 0, 0) ), FrameColor ) )); walls.push_back(Qix::Wall(Qix::Cube( Qix::Transformation( Qix::Vector3(-8.5, 0, 0), Qix::Vector3(1, 11, 1), Qix::Vector3(0, 0, 0) ), FrameColor ) )); walls.push_back(Qix::Wall(Qix::Cube( Qix::Transformation( Qix::Vector3(8.5, 0, 0), Qix::Vector3(1, 11, 1), Qix::Vector3(0, 0, 0) ), FrameColor ) )); walls.push_back(Qix::Wall(Qix::Cube( Qix::Transformation( Qix::Vector3(0, 6, 0), Qix::Vector3(18, 1, 1), Qix::Vector3(0, 0, 0) ), FrameColor ) )); bouncy = Qix::Bouncy(Qix::Sphere( Qix::Transformation( Qix::Vector3(0, 0, 0), Qix::Vector3(0.4, 0.4, 0.4), Qix::Vector3(0, 0, 0) ), PlayerColor ) ); bouncy.angle = (double) rand() / ((double) RAND_MAX + 1.0) * M_PI * 2; prepareScene(); // Enable depth checking. glEnable(GL_DEPTH_TEST); //glutIdleFunc(idle); glutTimerFunc(10, animate, 1); glutReshapeFunc(reshape); glutDisplayFunc(display); GLUI* glui = GLUI_Master.create_glui("Controller", 0, 800, 50); GLUI_Panel* mainPan = new GLUI_Panel(glui, "Light Settings"); GLUI_Panel* pan; pan = new GLUI_Panel(mainPan, "Ambient"); new GLUI_Column(mainPan, false); createColorSpinner(pan, "R", &(light.ambient.data[Qix::Color::RedChannel])); createColorSpinner(pan, "G", &(light.ambient.data[Qix::Color::GreenChannel])); createColorSpinner(pan, "B", &(light.ambient.data[Qix::Color::BlueChannel])); pan = new GLUI_Panel(mainPan, "Diffuse"); new GLUI_Column(mainPan, false); createColorSpinner(pan, "R", &(light.diffuse.data[Qix::Color::RedChannel])); createColorSpinner(pan, "G", &(light.diffuse.data[Qix::Color::GreenChannel])); createColorSpinner(pan, "B", &(light.diffuse.data[Qix::Color::BlueChannel])); pan = new GLUI_Panel(mainPan, "Specular"); new GLUI_Column(mainPan, false); createColorSpinner(pan, "R", &(light.specular.data[Qix::Color::RedChannel])); createColorSpinner(pan, "G", &(light.specular.data[Qix::Color::GreenChannel])); createColorSpinner(pan, "B", &(light.specular.data[Qix::Color::BlueChannel])); mainPan = new GLUI_Panel(glui, "", GLUI_PANEL_NONE); pan = new GLUI_Panel(mainPan, "Sphere Settings"); pan->set_alignment(GLUI_ALIGN_LEFT); mainPan->set_w(500); new GLUI_Column(mainPan, false); createAngleSelector(pan, "Initial Angle", &ballAngle); createResetButton(pan, "Reset"); pan = new GLUI_Panel(mainPan, "", GLUI_PANEL_NONE); new GLUI_StaticText(pan, " "); new GLUI_Column(mainPan, false); pan = new GLUI_Panel(mainPan, "Other"); new GLUI_Column(mainPan, false); pan->set_alignment(GLUI_ALIGN_RIGHT); createExitButton(pan, "Exit"); glui->set_main_gfx_window(mainWindow); GLUI_Master.set_glutIdleFunc(idle); glutMainLoop(); }
void initGLUI() { // generate the UI glui = GLUI_Master.create_glui("Controls", 0, windowWidth + 10, 0); glui->add_spinner("Deformable object compliance:", GLUI_SPINNER_FLOAT, &deformableObjectCompliance, 0, deformableObjectCompliance_spinnerCallBack ); glui->add_spinner("Frequency scaling:", GLUI_SPINNER_FLOAT, &frequencyScaling, 0, frequencyScaling_spinnerCallBack); // ******** newmark beta, gamma ******** GLUI_Panel * newmark_panel = glui->add_panel("Newmark integrator parameters", GLUI_PANEL_EMBOSSED); newmark_panel->set_alignment(GLUI_ALIGN_LEFT); glui->add_checkbox_to_panel(newmark_panel, "Link Beta and Gamma", &use1DNewmarkParameterFamily, 0, newmark_checkboxuse1DNewmarkParameterFamilyCallBack); GLUI_Spinner * newmarkBeta_spinner = glui->add_spinner_to_panel(newmark_panel,"Beta", GLUI_SPINNER_FLOAT, &newmarkBeta, 0, newmarkBeta_spinnerCallBack); newmarkBeta_spinner->set_speed(0.1); GLUI_Spinner * newmarkGamma_spinner = glui->add_spinner_to_panel(newmark_panel,"Gamma", GLUI_SPINNER_FLOAT, &newmarkGamma, 0, newmarkGamma_spinnerCallBack); newmarkGamma_spinner->set_speed(0.1); glui->add_checkbox_to_panel(newmark_panel,"Static solver only", &staticSolver, 0, staticSolver_checkboxCallBack); glui->add_checkbox_to_panel(newmark_panel, "Linear reduced model", &forceModel, 0, forceModel_checkBoxCallBack); // ******** damping ******** GLUI_Panel * damping_panel = glui->add_panel("Tangential Rayleigh Damping", GLUI_PANEL_EMBOSSED); damping_panel->set_alignment(GLUI_ALIGN_LEFT); glui->add_spinner_to_panel(damping_panel,"Mass-proportional", GLUI_SPINNER_FLOAT, &dampingMassCoef, 0, rayleighMass_spinnerCallBack); glui->add_spinner_to_panel(damping_panel,"Stiffness-proportional", GLUI_SPINNER_FLOAT, &dampingStiffnessCoef, 0, rayleighStiffness_spinnerCallBack); glui->add_button("Stop deformations", 0, stopDeformations_buttonCallBack); // ******** timestep control ******** GLUI_Panel * timeStep_panel = glui->add_panel("Timestep control", GLUI_PANEL_EMBOSSED); timeStep_panel->set_alignment(GLUI_ALIGN_LEFT); glui->add_checkbox_to_panel(timeStep_panel, "Sync with graphics", &syncTimeStepWithGraphics, 0, syncTimeStepWithGraphics_checkboxCallBack); timeStep_spinner = glui->add_spinner_to_panel(timeStep_panel,"Timestep [sec]", GLUI_SPINNER_FLOAT, &timeStep, 0, timeStep_spinnerCallBack); timeStep_spinner->set_alignment(GLUI_ALIGN_LEFT); if (syncTimeStepWithGraphics) timeStep_spinner->disable(); glui->add_spinner_to_panel(timeStep_panel,"Substeps per timestep", GLUI_SPINNER_INT, &substepsPerTimeStep, 0, timeStepSubdivisions_spinnerCallBack); // ******* plastic deformations ******** GLUI_Panel * plasticDeformationsPanel = glui->add_panel("Plastic deformations", GLUI_PANEL_EMBOSSED); plasticDeformationsPanel->set_alignment(GLUI_ALIGN_LEFT); glui->add_checkbox_to_panel(plasticDeformationsPanel, "Enable", &plasticDeformationsEnabled, 0, plasticDeformationsEnabled_checkboxCallBack); glui->add_column_to_panel(plasticDeformationsPanel, 0); glui->add_spinner_to_panel(plasticDeformationsPanel, "Threshold:", GLUI_SPINNER_FLOAT, &plasticThreshold, 0, plasticDeformationsEnabled_checkboxCallBack); // *** u = Uq *** renderOnGPU_checkbox = glui->add_checkbox("Compute u=Uq on GPU", &renderOnGPU, 0, renderOnGPU_checkBoxCallBack); glui->add_separator(); GLUI_Panel * instructions_panel = glui->add_panel("Mouse buttons:", GLUI_PANEL_EMBOSSED); instructions_panel->set_alignment(GLUI_ALIGN_LEFT); glui->add_statictext_to_panel(instructions_panel, "Left + drag: apply force"); glui->add_statictext_to_panel(instructions_panel, "Middle + drag: zoom in/out"); glui->add_statictext_to_panel(instructions_panel, "Right + drag: rotate camera"); glui->add_separator(); glui->add_statictext("Jernej Barbic and Doug James"); glui->add_statictext("Carnegie Mellon University, Cornell, 2007"); glui->add_separator(); glui->add_button("Exit program", 0, exit_buttonCallBack); Sync_GLUI(); glui->set_main_gfx_window( windowID ); }
void init(int* argc, char** argv) { memset(keys, 0, sizeof(keys)); glutInit(argc, argv); glutInitDisplayMode(GLUT_DOUBLE | GLUT_RGBA | GLUT_DEPTH); glutInitWindowSize(800, 600); mainWindow = glutCreateWindow("Qix"); const Qix::Color FrameColor = 0xff999999; const Qix::Color BouncyColor = 0xffff0000; frameTexture = Qix::Texture::loadImage("grasstiles.dat"); sceneTransform = Qix::Transformation( Qix::Vector3(0, 0, -2), Qix::Vector3(0.1, 0.1, 0.1), Qix::Vector3(0, 0, 0) ); light = Qix::Light(Qix::Vector4(6, 8, 0, 4)); light.ambient = 0xff666666; map.init(frameTexture); bouncy = Qix::Bouncy(Qix::Sphere( Qix::Transformation( Qix::Vector3(0, 0, 0), Qix::Vector3(0.2, 0.2, 0.2), Qix::Vector3(0, 0, 0) ), BouncyColor ) ); bouncy.angle = (double) rand() / ((double) RAND_MAX + 1.0) * M_PI * 2; player.init(); prepareScene(); // Enable depth checking. glEnable(GL_DEPTH_TEST); //glutIdleFunc(idle); glutTimerFunc(10, animate, 1); glutReshapeFunc(reshape); glutDisplayFunc(display); GLUI* glui = GLUI_Master.create_glui("Controller", 0, 800, 50); GLUI_Panel* mainPan = new GLUI_Panel(glui, "Light Settings"); GLUI_Panel* pan; pan = new GLUI_Panel(mainPan, "Ambient"); new GLUI_Column(mainPan, false); createColorSpinner(pan, "R", &(light.ambient.data[Qix::Color::RedChannel])); createColorSpinner(pan, "G", &(light.ambient.data[Qix::Color::GreenChannel])); createColorSpinner(pan, "B", &(light.ambient.data[Qix::Color::BlueChannel])); pan = new GLUI_Panel(mainPan, "Diffuse"); new GLUI_Column(mainPan, false); createColorSpinner(pan, "R", &(light.diffuse.data[Qix::Color::RedChannel])); createColorSpinner(pan, "G", &(light.diffuse.data[Qix::Color::GreenChannel])); createColorSpinner(pan, "B", &(light.diffuse.data[Qix::Color::BlueChannel])); pan = new GLUI_Panel(mainPan, "Specular"); new GLUI_Column(mainPan, false); createColorSpinner(pan, "R", &(light.specular.data[Qix::Color::RedChannel])); createColorSpinner(pan, "G", &(light.specular.data[Qix::Color::GreenChannel])); createColorSpinner(pan, "B", &(light.specular.data[Qix::Color::BlueChannel])); mainPan = new GLUI_Panel(glui, "", GLUI_PANEL_NONE); pan = new GLUI_Panel(mainPan, "Sphere Settings"); pan->set_alignment(GLUI_ALIGN_LEFT); mainPan->set_w(500); new GLUI_Column(mainPan, false); createAngleSelector(pan, "Initial Angle", &ballAngle); createResetButton(pan, "Reset"); pan = new GLUI_Panel(mainPan, "", GLUI_PANEL_NONE); new GLUI_StaticText(pan, " "); new GLUI_Column(mainPan, false); pan = new GLUI_Panel(mainPan, "Other"); new GLUI_Column(mainPan, false); pan->set_alignment(GLUI_ALIGN_RIGHT); createExitButton(pan, "Exit"); glutIgnoreKeyRepeat(true); glutKeyboardFunc(keyboard); glutKeyboardUpFunc(release); glui->set_main_gfx_window(mainWindow); GLUI_Master.set_glutIdleFunc(idle); glutMainLoop(); }