bool NeuroAndSimEvaluationStandardGuiApplication::setupGui() {
	//Register command line argument descriptions to the PlugInManager to support
	//switching the GUI on and off 
	CommandLineArgument *guiArgument = 
			new CommandLineArgument(
				"enableGui", "gui", "",
				"Starts the application with graphical user interface.",
				0, 0,
				true);
	CommandLineArgument *noGuiArgument = 
			new CommandLineArgument(
				"disableGui", "nogui", "",
				"Starts the application without graphical user interface.",
				0, 0,
				true);

	if(noGuiArgument->getParameterValue()->get() != "") {
		mEnableGui = false;
	}
	if(guiArgument->getParameterValue()->get() != "") {
		mEnableGui = true;
	}

	if(mEnableGui) {
		mGuiMainWindow = new GuiMainWindow(mEnableControl, mEnableDebugging);
		connect(this, SIGNAL(showGui()), mGuiMainWindow, SLOT(showWindow()));
	}
	return true;
}
Esempio n. 2
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void MainWindow::startScript(){
    Logger::getInstance().log("lets run the SSM, registering the SMEngine" ,loglevel);
    if (startAgent->isChecked()){
        Logger::getInstance().log("Gonna to start a QProcess with the Agent now", loglevel);
    }

    vinceAdapter = new VinceAdapter();
    smEngine = new SMEngine(document, utteranceDocument);
    smEngine->setObjectName("smEngine");
    stateMachine->registerObject(smEngine);
    QTimer timer;
    timer.start(2000);
    this->hide();

    QObject::connect(smEngine, SIGNAL(executeMurml(QString)), vinceAdapter, SLOT(executeMurml(QString)));
    QObject::connect(this, SIGNAL(firstUse(bool)), smEngine, SLOT(toggleFirstUse(bool)));
    QObject::connect(stateMachine, SIGNAL(finished()), smEngine, SLOT(finished()));
    QObject::connect(smEngine, SIGNAL(stopEngine()), this, SLOT(showGui()));
    stateMachine->start();
    if (firstUseBox->isChecked())
        emit firstUse(true);
    smEngine->startEngine();
    Logger::getInstance().log("StateMachine started", loglevel);

}
Esempio n. 3
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void StartGui(int* argc, char* *argv[])
{
    gtk_init(argc, argv);
    initializeGui();
    showGui();
    gtk_main();    
    hideGui();
    finalizeGui();
} 
bool NetworkDynamicsPlotterApplication::setupGui() {

	//Have to  be present before the GUI is constructed.
	StandardNeuralNetworkFunctions();
	StandardConstraintCollection();



	mMainWindow = new DynamicsPlotterMainWindow(mEnableSimulator, true);

	if(mMainWindow != 0) {
		new NetworkEditorCollection(mMainWindow->getMenu("Tools"), "Network &Editor", false);

		BoolValueSwitcherAction *runPlotterButton = new BoolValueSwitcherAction("&Run Plotters",
					DynamicsPlotConstants::VALUE_PLOTTER_EXECUTE);
		runPlotterButton->setShortcut(tr("Ctrl+r"));
		mMainWindow->getMenu("Control")->addAction(runPlotterButton);
	}

	connect(this, SIGNAL(showGui()), mMainWindow, SLOT(showWindow()));


	mTimer = new QTimer();
	mTimer->setInterval(2000);

	OnlinePlotter *op = new OnlinePlotter();
	//Core::getInstance()->addSystemObject(op);

	for(int i = 0; i < 6; ++i) {

		OnlinePlotterWindow *opw = new OnlinePlotterWindow(i);

		connect(op, SIGNAL(dataPrepared(QString, MatrixValue*, bool)), opw,
SLOT(printData(QString, MatrixValue*, bool)));
		connect(mTimer, SIGNAL(timeout()), opw, SLOT(updateData()));
		connect(opw, SIGNAL(timerStart()), mTimer, SLOT(start()));
		connect(op, SIGNAL(startProcessing()), opw, SLOT(processing()));
		connect(op, SIGNAL(finishedProcessing()), opw, SLOT(finishedProcessing()));
	}

	connect(op, SIGNAL(finishedProcessing()), mTimer, SLOT(stop()));

	//***/Till****//

	return true;
}
bool LiDAR_roof_segmentation::execute(PlugInArgList* pInArgList, PlugInArgList* pOutArgList)
{

 /*  if (pInArgList == NULL)
   {
      return false;
   }*/
  /*  
  ProgressTracker progress(pInArgList->getPlugInArgValue<Progress>(Executable::ProgressArg()),
      "Identifying buildings\n", "app", getDescriptorId());*/

  //PointCloudElement* pElement = pInArgList->getPlugInArgValue<PointCloudElement>(Executable::DataElementArg());
  /* if(pElement == NULL)
   {return false;}*/

  
   showGui();

 
   return true;
}
Esempio n. 6
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int Game::run() {
  // Initialize
  if (!initializeGlfw()) {
    return 1;
  }
  if (GLEW_OK != initializeGlew()) {
    return 2;
  }
  initializeGl();
  tileManager_->initialize(currentPos_);
  options_ = tileManager_->getOptions();
  ImGui_ImplGlfwGL3_Init(window_, true);

  deltaTime_ = 0.0f; // Time between current and last frame
  lastFrame_ = 0.0f; // Time at last frame
  lastTime_ = 0.0f;  // Time since last fps-"second"
  frameCount_ = 0;

  // Game loop
  while (!glfwWindowShouldClose(window_)) {
    // Calculate deltatime of current frame
    GLfloat currentTime = glfwGetTime();
    deltaTime_ = currentTime - lastFrame_;
    lastFrame_ = currentTime;

    // Check for events
    glfwPollEvents();

    // GUI
    showGui();

    // Move
    do_movement(deltaTime_);

    // Get current camera position
    getCurrentPosition();

    // Clear color- and depth buffer
    glClearColor(0.3f, 0.3f, 0.3f, 1.0f);
    glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);

    // Update and render tiles
    tileManager_->update(currentPos_);
    tileManager_->renderAll(deltaTime_, camera_.getViewMatrix());

    // Render GUI
    if (!guiClosed_) {
      // ignore wireframe setting for gui
      glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
      ImGui::Render();
      glPolygonMode(GL_FRONT_AND_BACK, fillmode_);
    }

    // Swap the screen buffers
    glfwSwapBuffers(window_);
  }

  // Clean up imgui
  ImGui_ImplGlfwGL3_Shutdown();

  // Clean up tiles
  tileManager_->cleanUp();

  // Terminate GLFW, clearing any resources allocated by GLFW.
  glfwDestroyWindow(window_);
  glfwTerminate();
  return 0;
}