void initGLUI(int window) { GLUI *gluiSide = GLUI_Master.create_glui_subwindow(window, GLUI_SUBWINDOW_RIGHT); gluiSide->set_main_gfx_window(window); gluiSide->add_button("New Curve", NEW_CURVE, gluiHandler); gluiSide->add_button("New Surface", NEW_SURFACE, gluiHandler); surfPanel = gluiSide->add_panel("Surface Parms", GLUI_PANEL_EMBOSSED); GLUI_Spinner *xS = gluiSide->add_spinner_to_panel(surfPanel, "X Pts.", GLUI_SPINNER_INT, &surf_x, SURF_X, gluiHandler); xS->set_int_limits(3, 10); GLUI_Spinner *yS = gluiSide->add_spinner_to_panel(surfPanel, "Y Pts.", GLUI_SPINNER_INT, &surf_y, SURF_Y, gluiHandler); yS->set_int_limits(3, 10); gluiSide->add_button_to_panel(surfPanel, "Ok", SURF_OK, gluiHandler); surfPanel->disable(); gluiSide->add_button("Modify Points", MODIFY, gluiHandler); gluiSide->add_button("Clear Screen", CLEAR, gluiHandler); gluiSide->add_button("Camera Mode", CAMERA, gluiHandler); gluiSide->add_separator(); GLUI_Spinner *uS = gluiSide->add_spinner("U", GLUI_SPINNER_FLOAT, &u, U, gluiHandler); uS->set_float_limits(0.0f, 1.0f); uS->set_speed(50); GLUI_Spinner *vS = gluiSide->add_spinner("V", GLUI_SPINNER_FLOAT, &v, V, gluiHandler); vS->set_float_limits(0.0f, 1.0f); vS->set_speed(50); gluiSide->add_separator(); gluiSide->add_button("Quit", QUIT, gluiHandler); }
//----------------------------------------------------------------------------- // implement to initialize additional gui functionality void NetPedestrianPlugin::initGui( void* pkUserdata ) { if( false == this->isRemoteObject() ) { GLUI* glui = ::getRootGLUI(); GLUI_Panel* pluginPanel = static_cast<GLUI_Panel*>( pkUserdata ); glui->add_checkbox_to_panel( pluginPanel, "Wander randomly", &this->m_bWanderSwitch); glui->add_checkbox_to_panel( pluginPanel, "Use direct path following", &this->m_bUseDirectedPathFollowing); GLUI_Control* pkControl; pkControl = glui->add_button_to_panel( pluginPanel, "Add", -1, addPedestrian ); pkControl->set_ptr_val( this ); pkControl = glui->add_button_to_panel( pluginPanel, "Remove", -1, removePedestrian ); pkControl->set_ptr_val( this ); } };
void glutAndGluiInit(int argc, char* argv[]) { ////////////////////////////////////////// // Initialize GLUT and create window ////////////////////////////////////////// glutInit(&argc, argv); glutInitDisplayMode(GLUT_RGB | GLUT_DOUBLE | GLUT_DEPTH); glutInitWindowPosition(-1, -1); glutInitWindowSize(640, 480); int main_window = glutCreateWindow("Scenegraph"); glutDisplayFunc(display); GLUI_Master.set_glutReshapeFunc(reshape); ////////////////////////////////////////// // GLUI UI setup ////////////////////////////////////////// // Create the side subwindow GLUI* glui = GLUI_Master.create_glui_subwindow( main_window, GLUI_SUBWINDOW_RIGHT ); glui->set_main_gfx_window( main_window ); ////////// Buttons GLUI_Panel* panel = glui->add_panel("Add Object"); glui->add_button_to_panel(panel, "Cone", CONE_ID, control_cb); glui->add_button_to_panel(panel, "Sphere", SPHERE_ID, control_cb); glui->add_button_to_panel(panel, "Spindle", SPINDLE_ID, control_cb); glui->add_button_to_panel(panel, "Teapot", TEAPOT_ID, control_cb); glui->add_button_to_panel(panel, "Torus", TORUS_ID, control_cb); panel = glui->add_panel("Grouping"); glui->add_button_to_panel(panel, "Add Selected", ADD_ID, control_cb); glui->add_button_to_panel(panel, "Select Next", NEXT_ID, control_cb); glui->add_button_to_panel(panel, "Close Group", CLOSE_ID, control_cb); glui->add_button_to_panel(panel, "Reopen Group", REOPEN_ID, control_cb); panel = glui->add_panel("Other"); glui->add_button_to_panel(panel, "Print Graph", PRINT_ID, control_cb); glui->add_button_to_panel(panel, "Quit", 0, control_cb); ///////////// Create the bottom subwindow GLUI* glui2 = GLUI_Master.create_glui_subwindow( main_window, GLUI_SUBWINDOW_BOTTOM ); glui2->set_main_gfx_window( main_window ); ///////////// View rotation GLUI_Rotation *view_rot = glui2->add_rotation( "View", &root.view_rotate.m[0]); view_rot->set_spin( 1.0 ); glui2->add_column( false ); ///////////// Object Translations GLUI_Translation *trans_x = glui2->add_translation("Xlate X", GLUI_TRANSLATION_X, &root.obj_xlate[0], 0, xformCallback); trans_x->set_speed( .005 ); glui2->add_column( false ); GLUI_Translation *trans_y = glui2->add_translation("Xlate Y", GLUI_TRANSLATION_Y, &root.obj_xlate[1], 0, xformCallback); trans_y->set_speed( .005 ); glui2->add_column( false ); GLUI_Translation *trans_z = glui2->add_translation("Xlate Z", GLUI_TRANSLATION_Z, &root.obj_xlate[2], 0, xformCallback); trans_z->set_speed( .005 ); glui2->add_column( false ); ///////////// Object Rotations GLUI_Translation *r_x = glui2->add_translation("Rotate X", GLUI_TRANSLATION_X, &root.obj_rdelta[0], 0, xformCallback); r_x->set_speed( .005 ); glui2->add_column( false ); GLUI_Translation *r_y = glui2->add_translation("Rotate Y", GLUI_TRANSLATION_X, &root.obj_rdelta[1], 0, xformCallback); r_y->set_speed( .005 ); glui2->add_column( false ); GLUI_Translation *r_z = glui2->add_translation("Rotate Z", GLUI_TRANSLATION_X, &root.obj_rdelta[2], 0, xformCallback); r_z->set_speed( .005 ); glui2->add_column( false ); ////////// Object Scale GLUI_Spinner *xspin = glui2->add_spinner("XScale:", GLUI_SPINNER_FLOAT, &root.obj_scale[0], 0, xformCallback); xspin->set_float_limits( .5f, 4.0 ); xspin->set_alignment( GLUI_ALIGN_RIGHT ); GLUI_Spinner *yspin = glui2->add_spinner("YScale:", GLUI_SPINNER_FLOAT, &root.obj_scale[1], 0, xformCallback); yspin->set_float_limits( .5f, 4.0 ); yspin->set_alignment( GLUI_ALIGN_RIGHT ); GLUI_Spinner *zspin = glui2->add_spinner("ZScale:", GLUI_SPINNER_FLOAT, &root.obj_scale[2], 0, xformCallback); zspin->set_float_limits( .5f, 4.0 ); zspin->set_alignment( GLUI_ALIGN_RIGHT ); }
int main(int argc, char* argv[]) { glutInit(&argc, argv); glutInitDisplayMode (GLUT_DOUBLE | GLUT_RGBA | GLUT_DEPTH); //double buffering, RGB mode, need depth buffer glutInitWindowSize(WIDTH,HEIGHT); //width, height of the window glutInitWindowPosition(0, 0); // location on the screen the window appears window = glutCreateWindow("Project GUI"); // creates the window init(); //things to do once, mostly in beginning glutDisplayFunc(handleDisplay); // tells glut which function to call to render a screen. glutMotionFunc(handleMotion); // handle when motion (this generally means when mouse is moved with a button pressed) GLUI_Master.set_glutReshapeFunc( handleReshape ); //Setting opengl lights GLfloat light0_ambient[] = {0.1f, 0.1f, 0.3f, 1.0f}; GLfloat light0_diffuse[] = {.6f, .6f, 1.0f, 1.0f}; GLfloat light0_position[] = {1.0f, 1.0f, 1.0f, 0.0f}; glEnable(GL_LIGHTING); glEnable(GL_LIGHT0); glLightfv(GL_LIGHT0, GL_AMBIENT, light0_ambient); glLightfv(GL_LIGHT0, GL_DIFFUSE, light0_diffuse); glLightfv(GL_LIGHT0, GL_POSITION, light0_position); glEnable(GL_DEPTH_TEST); // enabling depth GLUI *glui = GLUI_Master.create_glui_subwindow(window, GLUI_SUBWINDOW_RIGHT); new GLUI_StaticText( glui, "Project GLUI" ); new GLUI_Separator(glui); glui->set_main_gfx_window( window ); GLUI_Panel *obj_panel = glui->add_panel ("Display option panel"); listbox = new GLUI_Listbox(obj_panel, "Mesh display option", &display_type, 1, controlBlock); listbox->add_item(FLAT_SHADED, "Flat Shaded"); listbox->add_item(SMOOTH_SHADED, "Smooth Shaded"); listbox->add_item(WIREFRAME, "Wireframe"); listbox->add_item(EDGES_SHADED, "Shaded with mesh edges"); //scale code GLUI_Spinner *scale_spinner = new GLUI_Spinner( obj_panel, "Scale:", &scale); scale_spinner->set_float_limits( .2f, 5.0 ); scale_spinner->set_alignment( GLUI_ALIGN_RIGHT ); //rotation code GLUI_Panel * rotation_panel = glui->add_panel_to_panel(obj_panel, "", GLUI_PANEL_NONE); GLUI_Rotation *sph_rot = glui->add_rotation_to_panel(rotation_panel,"Rotate", sphere_rotate, ROTATION_ID, controlBlock); sph_rot->set_spin(1.0); //translation code GLUI_Panel * translate_panel = glui->add_panel_to_panel(obj_panel, "", GLUI_PANEL_NONE); GLUI_Translation * move_z = glui->add_translation_to_panel(translate_panel,"Object Z", GLUI_TRANSLATION_Z, &obj_pos[2]); move_z->scale_factor = 0.1f; glui->add_column_to_panel(translate_panel, true); GLUI_Translation * move_around = glui->add_translation_to_panel(translate_panel,"Object XY", GLUI_TRANSLATION_XY, obj_pos); move_around->scale_factor = 0.1f; GLUI_Panel * decimate_panel = glui->add_panel("Decimate Panel"); glui->add_edittext_to_panel(decimate_panel, "No. of collapse iteration: ", GLUI_EDITTEXT_INT, &collapseCount); glui->add_edittext_to_panel(decimate_panel, "Random count (k): ", GLUI_EDITTEXT_INT, &KValue); glui->add_button_to_panel(decimate_panel, "Decimate", DECIMATE_ID, controlBlock); glui->add_button_to_panel(decimate_panel, "Shape Preserve", SHAPE_PRESERVE_DECIMATE_ID, controlBlock); glui->add_separator(); GLUI_Panel * shape_panel = glui->add_panel("Shape based Panel"); glui->add_button_to_panel(shape_panel, "Go", SURE_SHAPE_PRESERVE_DECIMATE_ID, controlBlock); glui->add_separator(); GLUI_Panel * mapping_panel = glui->add_panel("Mapping Panel"); glui->add_button_to_panel(mapping_panel, "Open map file", MAPPING_OPEN_ID, controlBlock); //other details glui->add_separator(); glui->add_button("Open", OPEN_ID, controlBlock); glui->add_button("Save", SAVE_ID, controlBlock); glui->add_button("Reset", RESET_ID, controlBlock); glui->add_button("Quit", QUIT_ID, (GLUI_Update_CB)exit); /* register idle callback with GLUI, NOT with GLUT */ GLUI_Master.set_glutIdleFunc( handleIdle ); // handle when no events are occuring glutMainLoop(); // once this is called, glut takes over -- // returns only when the window is closed return EXIT_SUCCESS; }