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 TPinterface::initGUI() { GLUI_Panel *lightPanel= addPanel("Lights",1); for(unsigned int i=0;i<((LightingScene*) scene)->lightState.size();i++){ char name[30]=""; std::string s = ((LightingScene*) scene)->lights[i]->getID(); sprintf(name, "%s", s.c_str()); addCheckboxToPanel(lightPanel,name,&(((LightingScene*) scene)->lightState[i]),0); } addColumn(); GLUI_Panel *cameraPanel= addPanel("Cameras",1); if(((LightingScene*) scene)->cameras.size()<5){ GLUI_RadioGroup *radioCameras=addRadioGroupToPanel(cameraPanel,&((LightingScene*) scene)->camera,1); for(unsigned int i=0;i<((LightingScene*) scene)->cameras.size();i++){ char name[30]=""; std::string s =((LightingScene*) scene)->cameras[i]->getID(); sprintf(name, "%s", s.c_str()); addRadioButtonToGroup(radioCameras,name); } } else{ GLUI_Listbox *listbox = addListboxToPanel(cameraPanel,"Cameras",&((LightingScene*) scene)->camera,2); for(unsigned int i=0;i<2;i++){ char name[30]=""; std::string s =((LightingScene*) scene)->cameras[i]->getID(); sprintf(name, "%s", s.c_str()); listbox->add_item(i,name); ((LightingScene*) scene)->camera= listbox->get_int_val(); } } addColumn(); GLUI_Panel *drawmodePanel= addPanel("Drawmode",1); GLUI_RadioGroup *radioDrawmode=addRadioGroupToPanel(drawmodePanel,&((LightingScene*) scene)->drawmode,3); addRadioButtonToGroup(radioDrawmode,"Point"); addRadioButtonToGroup(radioDrawmode,"Line"); addRadioButtonToGroup(radioDrawmode,"Fill"); addColumn(); GLUI_Panel *themesPanel= addPanel("Themes",1); GLUI_Listbox *themeslistbox = addListboxToPanel(themesPanel,"Themes",&((LightingScene*) scene)->app,4); themeslistbox->add_item(0, "classic"); themeslistbox->add_item(1, "mario"); themeslistbox->add_item(2, "dragon ball"); themeslistbox->add_item(3, "angry birds"); }
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); }
void TPinterface::initGUI() { // Check CGFinterface.h and GLUI documentation for the types of controls available GLUI_Panel *varPanel = addPanel("Lights", 1); // You could also pass a reference to a variable from the scene class, if public addCheckboxToPanel(varPanel, "light0", &on0, 0); addCheckboxToPanel(varPanel, "light1", &on1, 1); addCheckboxToPanel(varPanel, "light2", &on2, 2); addCheckboxToPanel(varPanel, "light3", &on3, 3); addCheckboxToPanel(varPanel, "light4", &on4, 4); addButtonToPanel(varPanel, "Clock", 5); GLUI_RadioGroup* wireframeGroup = addRadioGroupToPanel(varPanel,&radioStatus, 6); addRadioButtonToGroup(wireframeGroup, "Textured"); addRadioButtonToGroup(wireframeGroup, "Wireframed"); GLUI_Listbox* listBox = addListboxToPanel(varPanel,"Textures",&listStatus, 7); listBox->add_item(0, "Default"); listBox->add_item(1, "Earth"); }
void TPinterface::initGUI() { // Check CGFinterface.h and GLUI documentation for the types of controls available //GLUI_Panel *varPanel= addPanel("Group", 1); //addSpinnerToPanel(varPanel, "Val 1(interface)", 2, &testVar, 1); // You could also pass a reference to a variable from the scene class, if public //addSpinnerToPanel(varPanel, "Val 2(scene)", 2, &(((LightingScene*) scene)->sceneVar), 2); //addColumn (); GLUI_Panel *varLuz= addPanel("Luzes", 2); addCheckboxToPanel(varLuz, "Luz 1",&((LightingScene *) scene)->state1,NULL); addCheckboxToPanel(varLuz, "Luz 2",&((LightingScene *) scene)->state2,NULL); addCheckboxToPanel(varLuz, "Luz 3",&((LightingScene *) scene)->state3,NULL); addCheckboxToPanel(varLuz, "Luz 4",&((LightingScene *) scene)->state4,NULL); addColumn (); GLUI_Panel *varClock= addPanel("Relogio", 3); addStaticText("Relógio"); addButton ("Pause/Start",1); addColumn (); GLUI_Panel *vartext= addPanel("Texturas",4); GLUI_Listbox *textvar =addListboxToPanel(vartext,"Texturas",&((LightingScene *) scene)->statetext,NULL); textvar->add_item (1, "Default"); textvar->add_item (2, "Sky"); textvar->add_item (3, "Space"); textvar->set_int_val (3); addColumn(); GLUI_Panel *varwire= addPanel("Wireframe",5); GLUI_RadioGroup *group=addRadioGroupToPanel(varwire,&((LightingScene *) scene)->wire); addRadioButtonToGroup(group,"Normal"); addRadioButtonToGroup(group,"Wireframe"); addColumn(); }