//-------------------------------------------------------------- void TCPClient::update(){ //get data from host (3dsmax) ofSetColor(255, 255, 255); string message = "TCP SERVER EasyPin 006 TRANSFORM \n\nconnect on port: "+ofToString(TCP.getPort()); ofDrawBitmapString(message, 80, 80); //for each connected client lets get the data being sent and lets print it to the screen for(unsigned int i = 0; i < (unsigned int)TCP.getLastID(); i++) { if(!TCP.isClientConnected(i) )continue; //we only want to update the text we have recieved there is data string str = TCP.receive(i); if(str.length() > 0) { storeText.push_back(str); for(int i = 0; i < size; i++) pixels[i] = 255 - str[i]; //invert values here because it doesn't work in maxscript } } //draw info about TCP if(TCP.isClientConnected(0)) { //calculate where to draw the text int xPos = 80; int yPos = 150; //get the ip and port of the client string port = ofToString( TCP.getClientPort(0) ); string ip = TCP.getClientIP(0); string info = "client "+ofToString(0)+" -connected from "+ip+" on port: "+port; string storeInfo = "stored frames: " + ofToString(storeText.size()) + " fIdx: " + ofToString(frameIndex); //draw the info text and the received text bellow it ofDrawBitmapString(info, xPos, yPos); ofDrawBitmapString(storeInfo, xPos, yPos + 35); if(bPause) ofDrawBitmapString("PLAYBACK PAUSED", xPos, yPos + 70); if(bMentionError) ofDrawBitmapString("ERROR in received data: please clear array [c]", xPos, yPos + 105); } if (bStop) drawPins(pixels); else playBack(storeText, frameIndex, sequenceFPS, bPause, bStop); }
void TupScreen::setFPS(int fps) { #ifdef K_DEBUG T_FUNCINFO; #endif k->fps = fps; if (k->timer->isActive()) { k->timer->stop(); play(); } if (k->playBackTimer->isActive()) { k->playBackTimer->stop(); playBack(); } }
ExpTranWindow::ExpTranWindow(QMainWindow *window) { ui.setupUi(this); settings = new QDialog(); sUi.setupUi(settings); connect(sUi.buttonBox,SIGNAL(accepted()),this,SLOT(changeSettings())); face_widget1 = new FaceWidget(); face_widget2 = new FaceWidget(); face_widget3 = new CustomizableFaceWidget(); ui.verticalLayout->addWidget(face_widget1); f_dialog = new QFileDialog(); v_dialog = new QFileDialog(); picLabelV = new FeaturePointQLabel(); flowLabelV = new VectorFieldQLabel(); ui.verticalLayout_3->addWidget(picLabelV); ui.verticalLayout_4->addWidget(flowLabelV); face_widget2->setVisible(false); ui.verticalLayout_4->addWidget(face_widget2); ui.videoTabProgressBar->setVisible(false); //intialize transfer widget v_controller = new VideoTabController("obama.avi", picLabelV, flowLabelV, this, face_widget2); //ui.verticalLayoutWidget->setGeometry(10,10,650,650); sourceLabel = new FeaturePointQLabel(); targetLabel = new FeaturePointQLabel(); ui.srcLayout->addWidget(sourceLabel); ui.targetLayout->addWidget(targetLabel); face_widget3->setVisible(false); ui.targetLayout->addWidget(face_widget3); ui.transferTabProgressBar->setVisible(false); t_controller = new TransferTabController(sourceLabel,targetLabel,this, ui.srcText,ui.targetTxt, face_widget3); //tracking determines when value change signal is emitted //either after the user lets go (false) or as its being dragged (true) ui.expSlider->setTracking(true); //setup controllers f_controller = new FaceTabController(ui.expSlider,ui.identSlider,face_widget1); /*********************/ /* connect signals and slots*/ /*******************/ //2 ways how to do this ... depending on which dialog we want //connect(ui.action_Open,SIGNAL(triggered()),my_widget,SLOT(face_file_changed())); connect(ui.action_Open,SIGNAL(triggered()),f_dialog,SLOT(show())); connect(ui.actionVideo_File,SIGNAL(triggered()),v_dialog,SLOT(show())); connect(ui.actionPreferences,SIGNAL(triggered()),settings,SLOT(show())); //face controller connects connect(ui.expComboBox,SIGNAL(activated(QString)),f_controller,SLOT(expression_activated(QString))); connect(ui.expSlider,SIGNAL(valueChanged(int)),f_controller,SLOT(exp_slider_moved(int))); connect(ui.identSlider,SIGNAL(valueChanged(int)),f_controller,SLOT(id_slider_moved(int))); connect(ui.identSpinBox,SIGNAL(valueChanged(int)),f_controller,SLOT(identity_activated(int))); connect(ui.renderButton,SIGNAL(clicked()),f_controller,SLOT(render_action())); connect(ui.interExpRadio,SIGNAL(toggled(bool)),f_controller,SLOT(exp_inter_toggled(bool))); connect(ui.interIdRadio,SIGNAL(toggled(bool)),f_controller,SLOT(id_inter_toggled(bool))); //menu connect(f_dialog,SIGNAL(fileSelected(const QString)),f_controller,SLOT(face_file_changed(const QString))); connect(v_dialog,SIGNAL(fileSelected(const QString)),v_controller,SLOT(video_file_changed(const QString))); //face widget connects connect(ui.wireRadioButton,SIGNAL(toggled(bool)),face_widget1,SLOT(wireFrameChecked(bool))); connect(ui.featureRadio,SIGNAL(toggled(bool)),face_widget1,SLOT(featureToggled(bool))); connect(ui.mouthRadio,SIGNAL(toggled(bool)),face_widget1,SLOT(mouthToggled(bool))); //video controller connects connect(ui.restartButton,SIGNAL(clicked()),v_controller,SLOT(restartCapturing())); connect(ui.playButton,SIGNAL(clicked()),v_controller,SLOT(playTransfer())); connect(ui.pauseButton,SIGNAL(clicked()),v_controller,SLOT(pauseTransfer())); connect(ui.flowButton,SIGNAL(clicked()),v_controller,SLOT(findGoodFeaturePoints())); connect(ui.drawRadio,SIGNAL(clicked(bool)),v_controller,SLOT(toggleDrawable(bool))); connect(ui.extractBtn,SIGNAL(clicked()),v_controller,SLOT(extractPose())); connect(ui.dropButton,SIGNAL(clicked()),v_controller,SLOT(dropFrame())); connect(ui.modelButton,SIGNAL(clicked()),v_controller,SLOT(playBack())); connect(ui.cameraButton,SIGNAL(clicked()),v_controller,SLOT(calibrate())); connect(ui.detect,SIGNAL(clicked()),v_controller,SLOT(detect())); //transfer controller connects connect(ui.browseS,SIGNAL(clicked()),t_controller,SLOT(srcBrowse())); connect(ui.browseD,SIGNAL(clicked()),t_controller,SLOT(targetBrowse())); connect(ui.dropS,SIGNAL(clicked()),t_controller,SLOT(dropSrc())); connect(ui.dropT,SIGNAL(clicked()),t_controller,SLOT(dropTarget())); connect(ui.startT,SIGNAL(clicked()),t_controller,SLOT(beginTransfer())); connect(ui.restartTransferButton,SIGNAL(clicked()),t_controller,SLOT(restart())); connect(ui.srcFeat,SIGNAL(clicked()),t_controller,SLOT(selectGoodFeatureSrcPoints())); connect(ui.targetFeat,SIGNAL(clicked()),t_controller,SLOT(selectGoodFeatureTargetPoints())); //settings connects connect(sUi.optBox,SIGNAL(activated(int)),t_controller,SLOT(setOptType(int))); connect(sUi.regBox,SIGNAL(valueChanged(double)),t_controller,SLOT(setOptReg(double))); connect(sUi.nelder,SIGNAL(toggled(bool)),t_controller,SLOT(setOptNelder(bool))); connect(sUi.iterBox,SIGNAL(valueChanged(int)),t_controller,SLOT(setIterNum(int))); connect(sUi.frameBox,SIGNAL(valueChanged(int)),t_controller,SLOT(setFrameNum(int))); connect(sUi.optBox,SIGNAL(activated(int)),v_controller,SLOT(setOptType(int))); connect(sUi.regBox,SIGNAL(valueChanged(double)),v_controller,SLOT(setOptReg(double))); connect(sUi.nelder,SIGNAL(toggled(bool)),v_controller,SLOT(setOptNelder(bool))); connect(sUi.iterBox,SIGNAL(valueChanged(int)),v_controller,SLOT(setIterNum(int))); connect(sUi.frameBox,SIGNAL(valueChanged(int)),v_controller,SLOT(setFrameNum(int))); connect(sUi.constantId,SIGNAL(toggled(bool)),v_controller,SLOT(setConstID(bool))); connect(sUi.project2D,SIGNAL(toggled(bool)),v_controller,SLOT(setPointGen2D(bool))); connect(sUi.project3D,SIGNAL(toggled(bool)),v_controller,SLOT(setPointGen3D(bool))); connect(sUi.hybrid,SIGNAL(toggled(bool)),v_controller,SLOT(setHybrid(bool))); connect(sUi.none,SIGNAL(toggled(bool)),v_controller,SLOT(setNone(bool))); connect(sUi.projModel,SIGNAL(toggled(bool)),v_controller,SLOT(setProjModel(bool))); connect(sUi.firstFrame,SIGNAL(toggled(bool)),v_controller,SLOT(setWithFirstFrame(bool))); connect(sUi.pointsBox,SIGNAL(valueChanged(int)),v_controller,SLOT(setGenPoints(int))); //settings t_cont connect(sUi.poisson,SIGNAL(toggled(bool)),t_controller,SLOT(setPoisson(bool))); connect(sUi.interpolate,SIGNAL(toggled(bool)),t_controller,SLOT(setTexture(bool))); connect(sUi.background,SIGNAL(toggled(bool)),t_controller,SLOT(setUsingBackground(bool))); connect(sUi.constantId,SIGNAL(toggled(bool)),t_controller,SLOT(setConstID(bool))); connect(sUi.project2D,SIGNAL(toggled(bool)),t_controller,SLOT(setPointGen2D(bool))); connect(sUi.project3D,SIGNAL(toggled(bool)),t_controller,SLOT(setPointGen3D(bool))); connect(sUi.texture3d,SIGNAL(toggled(bool)),t_controller,SLOT(setTextured3D(bool))); connect(sUi.hybrid,SIGNAL(toggled(bool)),t_controller,SLOT(setHybrid(bool))); connect(sUi.projModel,SIGNAL(toggled(bool)),t_controller,SLOT(setProjModel(bool))); connect(sUi.none,SIGNAL(toggled(bool)),t_controller,SLOT(setNone(bool))); connect(sUi.firstFrame,SIGNAL(toggled(bool)),t_controller,SLOT(setWithFirstFrame(bool))); connect(sUi.pointsBox,SIGNAL(valueChanged(int)),t_controller,SLOT(setGenPoints(int))); }
/*! */ void LogPlayerToolBar::createControls( LogPlayer * log_player, QMainWindow * main_win ) { // visible actions { QAction * act = new QAction( QIcon( QPixmap( rew_xpm ) ), tr( "Rewind" ), this ); #ifdef Q_WS_MAC act->setShortcut( Qt::META + Qt::Key_Down ); #else act->setShortcut( Qt::CTRL + Qt::Key_Down ); #endif act->setStatusTip( tr( "Rewind the log player.(" ) + act->shortcut().toString() + tr( ")" ) ); connect( act, SIGNAL( triggered() ), log_player, SLOT( accelerateBack() ) ); this->addAction( act ); main_win->addAction( act ); } { QAction * act = new QAction( QIcon( QPixmap( rev_xpm ) ), tr( "Play Backward" ), this ); act->setShortcut( Qt::Key_Down ); act->setStatusTip( tr( "Play backward the log player.(" ) + act->shortcut().toString() + tr( ")" ) ); connect( act, SIGNAL( triggered() ), log_player, SLOT( playBack() ) ); this->addAction( act ); main_win->addAction( act ); } { QAction * act = new QAction( QIcon( QPixmap( minus_xpm ) ), tr( "Step Back" ), this ); act->setShortcut( Qt::Key_Left ); act->setStatusTip( tr( "One step back the log player.(" ) + act->shortcut().toString() + tr( ")" ) ); connect( act, SIGNAL( triggered() ), log_player, SLOT( stepBack() ) ); this->addAction( act ); main_win->addAction( act ); } { QAction * act = new QAction( QIcon( QPixmap( stop_xpm ) ), tr( "Play/Stop" ), this ); act->setShortcut( Qt::Key_Space ); act->setStatusTip( tr( "Play/Stop the log player. (" ) + act->shortcut().toString() + tr( ")" ) ); connect( act, SIGNAL( triggered() ), log_player, SLOT( playOrStop() ) ); this->addAction( act ); main_win->addAction( act ); } { QAction * act = new QAction( QIcon( QPixmap( plus_xpm ) ), tr( "Step Forward" ), this ); act->setShortcut( Qt::Key_Right ); act->setStatusTip( tr( "One step forward the log player. (" ) + act->shortcut().toString() + tr( ")" ) ); connect( act, SIGNAL( triggered() ), log_player, SLOT( stepForward() ) ); this->addAction( act ); main_win->addAction( act ); } { QAction * act = new QAction( QIcon( QPixmap( play_xpm ) ), tr( "Play Forward" ), this ); act->setShortcut( Qt::Key_Up ); act->setStatusTip( tr( "Play forward the log player.(" ) + act->shortcut().toString() + tr( ")" ) ); connect( act, SIGNAL( triggered() ), log_player, SLOT( playForward() ) ); this->addAction( act ); main_win->addAction( act ); } { QAction * act = new QAction( QIcon( QPixmap( ff_xpm ) ), tr( "Fast Forward" ), this ); #ifdef Q_WS_MAC act->setShortcut( Qt::META + Qt::Key_Up ); #else act->setShortcut( Qt::CTRL + Qt::Key_Up ); #endif act->setStatusTip( tr( "Fast forward the log player.(" ) + act->shortcut().toString() + tr( ")" ) ); connect( act, SIGNAL( triggered() ), log_player, SLOT( accelerateForward() ) ); this->addAction( act ); main_win->addAction( act ); } this->addSeparator(); // invisible actions { QAction * act = new QAction( //QIcon( QPixmap( go_first_xpm ) ), tr( "Go first" ), this ); act->setShortcut( Qt::Key_Home ); act->setStatusTip( tr( "Go to the first.(" ) + act->shortcut().toString() + tr( ")" ) ); connect( act, SIGNAL( triggered() ), log_player, SLOT( goToFirst() ) ); //this->addAction( act ); main_win->addAction( act ); } { QAction * act = new QAction( //QIcon( QPixmap( go_last_xpm ) ), tr( "Go last" ), this ); act->setShortcut( Qt::Key_End ); act->setStatusTip( tr( "Go to the last.(" ) + act->shortcut().toString() + tr( ")" ) ); connect( act, SIGNAL( triggered() ), log_player, SLOT( goToLast() ) ); //this->addAction( act ); main_win->addAction( act ); } }