int main() { win1.add(new StandardWindowKeyControls); win1.create(Window::Dim(800, 600)); MainLoop::start(); return 0; }
int main(int argc, char* argv[]) { // load a skeleton file // create and initialize the world dart::simulation::World* myWorld = dart::utils::SkelParser::readWorld( DART_DATA_PATH"skel/soft_open_chain.skel"); assert(myWorld != NULL); int dof = myWorld->getSkeleton("skeleton 1")->getNumGenCoords(); Eigen::VectorXd initPose = Eigen::VectorXd::Zero(dof); for (int i = 0; i < 3; i++) initPose[i] = dart::math::random(-0.5, 0.5); myWorld->getSkeleton("skeleton 1")->setConfigs(initPose, true, true, false); // create a window and link it to the world MyWindow window; window.setWorld(myWorld); std::cout << "space bar: simulation on/off" << std::endl; std::cout << "'p': playback/stop" << std::endl; std::cout << "'[' and ']': play one frame backward and forward" << std::endl; std::cout << "'v': visualization on/off" << std::endl; std::cout << "'1'--'4': programmed interaction" << std::endl; glutInit(&argc, argv); window.initWindow(640, 480, "Soft Open Chain"); glutMainLoop(); return 0; }
int main(int argc, char* argv[]) { // load a skeleton file FileInfoSkel<SkeletonDynamics> model; model.loadFile(DART_DATA_PATH"/skel/Chain.skel", SKEL); // create and initialize the world World *myWorld = new World(); Vector3d gravity(0.0, -9.81, 0.0); myWorld->setGravity(gravity); myWorld->setTimeStep(1.0/2000); myWorld->addSkeleton((SkeletonDynamics*)model.getSkel()); int nDof = myWorld->getSkeleton(0)->getNumDofs(); VectorXd initPose(nDof); for (int i = 0; i < nDof; i++) initPose[i] = random(-0.5, 0.5); myWorld->getSkeleton(0)->setPose(initPose); // create a window and link it to the world MyWindow window; window.setWorld(myWorld); glutInit(&argc, argv); window.initWindow(640, 480, "Forward Simulation"); glutMainLoop(); return 0; }
int main(){ for(int i=0; i<800; ++i){ int Nv = rnd::prob(0.5) ? (rnd::prob(0.5) ? addCube(shapes) : addDodecahedron(shapes)) : addIcosahedron(shapes); Mat4f xfm; xfm.setIdentity(); xfm.scale(Vec3f(rnd::uniform(1.,0.1), rnd::uniform(1.,0.1), rnd::uniform(1.,0.1))); xfm.translate(Vec3f(rnd::uniformS(8.), rnd::uniformS(8.), rnd::uniformS(8.))); //xfm.rotate(rnd::uniform(), rnd::uniform(), rnd::uniform()); shapes.transform(xfm, shapes.vertices().size()-Nv); for(int i=0; i<Nv; ++i){ float f = float(i)/Nv; shapes.color(HSV(f*0.1+0.2,1,1)); } } shapes.primitive(Graphics::TRIANGLES); shapes.decompress(); shapes.generateNormals(); win1.add(new StandardWindowKeyControls); win1.create(Window::Dim(800, 600)); MainLoop::start(); return 0; }
///////////////////////////////////////////////////////////////////////// // Main initialization point // int sample_main(int argc, const char** argv) { NVPWindow::ContextFlags context( 3, //major; 3, //minor; false, //core; 1, //MSAA; true, //debug; false, //robust; false, //forward; NULL //share; ); g_myWindow.argc = argc; g_myWindow.argv = argv; if(!g_myWindow.create("bk3d viewer", &context)) return false; g_myWindow.makeContextCurrent(); g_myWindow.swapInterval(0); while(MyWindow::sysPollEvents(false) ) { idle(); } return true; }
int main(int argc, char* argv[]) { // create and initialize the world dart::simulation::World *myWorld = dart::utils::SkelParser::readWorld( DART_DATA_PATH"/skel/bullet_collision.skel"); assert(myWorld != NULL); Eigen::Vector3d gravity(0.0, -9.81, 0.0); myWorld->setGravity(gravity); // create a window and link it to the world MyWindow window; window.setWorld(myWorld); std::cout << "space bar: simulation on/off" << std::endl; std::cout << "'p': playback/stop" << std::endl; std::cout << "'[' and ']': play one frame backward and forward" << std::endl; std::cout << "'v': visualization on/off" << std::endl; std::cout << "'1'--'4': programmed interaction" << std::endl; std::cout << "'q': spawn a random cube" << std::endl; std::cout << "'w': delete a spawned cube" << std::endl; glutInit(&argc, argv); window.initWindow(640, 480, "Bullet Collision"); glutMainLoop(); return 0; }
int main() { MyWindow w; w.create(); // 이 순간 윈도우가 만들어져야 합니다. // 왼쪽 버튼을 누르면 "LButton" 이라고 출력되어야 합니다. IoProcessMessage(); }
//----------------------------------------------------------------------------- MyWindow* createWindow( int width, int height ) //----------------------------------------------------------------------------- { MyWindow* pWindow = new MyWindow( width, height ); if( pWindow->can_do() == 0 ) { cout << "OpenGL not possible!!" << endl; } else { cout << "Using OpenGL." << endl; if( pWindow->can_do_overlay() == 0 ) { cout << "OpenGL Overlays not possible!!" << endl; } else { cout << "Using OpenGL Overlays." << endl; } //window->clear_border(); gl_font( FL_TIMES, 12 ); Fl::gl_visual( FL_RGB ); pWindow->end(); pWindow->show(); } return pWindow; }
int main() { MyWindow w; w.Create(); // 이 순간 윈도우가 생성되어야 합니다. // LBUTTON누르면 "LButton" 출력 되어야 합니다. IoProcessMessage(); // 종료하지 말고 메시지를 처리해달라. }
int main(int argc, char* argv[]) { // load a skeleton file // create and initialize the world dart::simulation::SoftWorld *myWorld = dart::utils::SoftSkelParser::readSoftFile( DART_DATA_PATH"skel/test/test_single_pendulum.skel"); assert(myWorld != NULL); // create a window and link it to the world MyWindow window; window.setWorld(myWorld); std::cout << "space bar: simulation on/off" << std::endl; std::cout << "'p': playback/stop" << std::endl; std::cout << "'[' and ']': play one frame backward and forward" << std::endl; std::cout << "'v': visualization on/off" << std::endl; std::cout << "'1'--'4': programmed interaction" << std::endl; glutInit(&argc, argv); window.initWindow(640, 480, "Soft Single Pendulum"); glutMainLoop(); return 0; }
int main(int argc, char* argv[]) { // load a skeleton file // create and initialize the world dart::simulation::World* myWorld = dart::utils::readSkelFile(DART_DATA_PATH"/skel/chain.skel"); assert(myWorld != NULL); // create and initialize the world Eigen::Vector3d gravity(0.0, -9.81, 0.0); myWorld->setGravity(gravity); myWorld->setTimeStep(1.0/2000); int dof = myWorld->getSkeleton(0)->getDOF(); Eigen::VectorXd initPose(dof); for (int i = 0; i < dof; i++) initPose[i] = random(-0.5, 0.5); myWorld->getSkeleton(0)->setPose(initPose); // create a window and link it to the world MyWindow window; window.setWorld(myWorld); glutInit(&argc, argv); window.initWindow(640, 480, "Forward Simulation"); glutMainLoop(); return 0; }
int main(int argc, char** argv) { CrazyContainer *container = new CrazyContainer(); container->loadXML(); MyWindow *window = new MyWindow(); window->setCrazyContainer(container); Fl_Button *b1 = new Fl_Button(20, 20, 80, 25, "Connect"); b1->callback(connect,(void *)container); Fl_Button *b2 = new Fl_Button(100, 20, 80, 25, "Go 11000"); b2->callback(run,(void *)container); FLContainer::thrustOutput = new Fl_Value_Slider(100,50,250,25,"Thrust meter"); FLContainer::thrustOutput->type(FL_HOR_FILL_SLIDER); FLContainer::thrustOutput->scrollvalue(5000, 100, 5000, 100000); FLContainer::thrustOutput->callback(runCustomThrust,(void *)container); FLContainer::pitch = new Fl_Value_Slider(100,100,250,25,"Pitch"); FLContainer::pitch->type(FL_HORIZONTAL); FLContainer::pitch->scrollvalue(0,10,-180,370); FLContainer::pitch->precision(2); FLContainer::roll = new Fl_Value_Slider(100,140,250,25,"Roll"); FLContainer::roll->type(FL_HORIZONTAL); FLContainer::roll->scrollvalue(0,10,-180,370); FLContainer::roll->precision(2); FLContainer::yaw = new Fl_Value_Slider(100,180,250,25,"Yaw"); FLContainer::yaw->type(FL_HORIZONTAL); FLContainer::yaw->scrollvalue(0,10,-180,370); FLContainer::yaw->precision(2); FLContainer::offsetPitch = new Fl_Value_Slider(100,220,250,25,"Offset Pitch"); FLContainer::offsetPitch->type(FL_HORIZONTAL); FLContainer::offsetPitch->scrollvalue(container->getOffsetPitch(),10,-20,50); FLContainer::offsetPitch->precision(2); FLContainer::offsetPitch->callback(setOffsetPitch,(void *)container); FLContainer::offsetRoll = new Fl_Value_Slider(100,260,250,25,"Offset Roll"); FLContainer::offsetRoll->type(FL_HORIZONTAL); FLContainer::offsetRoll->scrollvalue(container->getOffsetRoll(),10,-20,50); FLContainer::offsetRoll->precision(2); FLContainer::offsetRoll->callback(setOffsetRoll,(void *)container); Fl_Button *b3 = new Fl_Button(200, 20, 80, 25, "Stop"); b3->callback(stop,(void *)container); Fl_Button *bfocus = new Fl_Button(20, 45, 80, 25, "Focus"); Fl_Button *b5 = new Fl_Button(400, 20, 80, 25, "Kill n' Exit"); b5->callback(killnstop,(void *)container); Fl_Button *bsave = new Fl_Button(500, 20, 80, 25, "Plot"); bsave->callback(save,(void *)container); Fl_Button *bload = new Fl_Button(500, 50, 80, 25, "Load"); bload->callback(load,(void *)container); window->end(); window->show(argc,argv); return Fl::run(); }
///////////////////////////////////////////////////////////// // Main: initialize X, create an instance of MyWindow class, // and start the message loop int main() { // Initialize X stuff if (!GWindow::initX()) { printf("Could not connect to X-server.\n"); exit(1); } MyWindow w; w.createWindow( I2Rectangle( // Window frame rectangle: I2Point(10, 10), // left-top corner GWindow::screenMaxX()/2, // width GWindow::screenMaxY()/2 // height ), R2Rectangle( // Coordinate rectangle: R2Point(-12., -9.), // bottom-right corner 24., 18. // width, height ), "Graph of Function" // Window title ); w.setBackground("lightGray"); GWindow::messageLoop(); GWindow::closeX(); return 0; }
int main(){ MyWindow win; GLVDetachable gui; glv::Table layout("><"); // Create some random widgets for testing glv::Button btn; glv::Sliders sld(glv::Rect(100,10*4), 1,4); glv::Slider2D sld2; btn.colors().set(glv::Color(1,0,0)); layout.enable(glv::DrawBack); //layout.enable(glv::Controllable | glv::HitTest); //layout.addHandler(glv::Event::MouseDrag, glv::Behavior::mouseMove); layout << gui.detachedButton() << new glv::Label("detach") << btn << new glv::Label("param 1") << sld << new glv::Label("param 2") << sld2<< new glv::Label("param 3") ; gui << layout; layout.arrange(); // We must assign a parent window to the GUI gui.parentWindow(win); win.append(*new StandardWindowKeyControls); win.create(); MainLoop::start(); }
int main(int argc, char *argv[]) { QApplication a(argc, argv); MyWindow window; window.showMaximized(); QThread thread; Detector *detector = new Detector(); detector->moveToThread(&thread); detector->connect(&thread,SIGNAL(started()),SLOT(work())); QThread thread2; MyBluetooth *bt = new MyBluetooth(); bt->moveToThread(&thread2); bt->connect(&thread2,SIGNAL(started()),SLOT(scanList())); bt->connect(&window,SIGNAL(updateScan()),SLOT(scanList())); bt->connect(detector,SIGNAL(detected()),SLOT(checkAlert())); //typedef std::list<Phone> listPhone; qRegisterMetaType<std::list<Phone*> >("List<Phone>"); window.connect(bt,SIGNAL(finishedScan(std::list<Phone*>)),SLOT(setList(std::list<Phone*>))); window.connect(bt,SIGNAL(finishedCheck(std::list<Phone*>)),SLOT(checkAlert(std::list<Phone*>))); thread.start(); thread2.start(); return a.exec(); }
int main(int argc, char **argv) { SDL_Event e; MyWindow* window = new MyWindow("Handle Key Press Event", 800, 600); window->updateSurface(bmpDefault->getSurface()); while (window->isRunning()) { while (SDL_PollEvent(&e)) { switch (e.type) { case SDL_QUIT: window->setRunning(false); break; case SDL_KEYDOWN: handleKeyDownEvent(e, window); break; default: break; } } } closeSDL(window->getWindow()); return 0; }
int utIOWindowGL(){ MyWindow win; MyWindow win2; // struct Func:TimedFunction{ // void onExecute(){ printf("hello\n"); } // }; // // Func tf; // tf(1000); win.create(Window::Dim(100,0, 200,200), "Window 1", 40); win2.create(Window::Dim(300,0, 200,200), "Window 2", 40); // win2.create(Window::Dim(200,200,300), "Window 2", 40, SingleBuf); win.freqs(1,2); win2.freqs(3,4); //win.cursorHide(true); Window::startLoop(); return 0; }
void ccallback(void * this_ptr) { MyWindow * t = (MyWindow *)this_ptr; t->Pstep(); ((MyWindow *)this_ptr)->redraw(); Fl::repeat_timeout(1.0/10.0, (func_ptr)ccallback, this_ptr); }
int main(){ iso.primitive(Graphics::TRIANGLES); win.create(Window::Dim(800,600), "Rob's Game of Life", 140); win.add(new StandardWindowKeyControls); win.add(new NavInputControl(nav)); Window::startLoop(); }
int main(int argc, char *argv[]) { QGuiApplication a(argc, argv); MyWindow *window = new MyWindow(); window->show(); return a.exec(); }
int main(){ double world_radius = 50; nav.smooth(0.8); lens.near(1).far(world_radius); // set up mesh: mesh.primitive(Graphics::TRIANGLES); double tri_size = 2; int count = 4000; for (int i=0; i<count; i++) { double x = rnd::uniformS(world_radius); double y = rnd::uniformS(world_radius); double z = rnd::uniformS(world_radius); for (int v=0; v<3; v++) { mesh.color(HSV(float(i)/count, v!=2, 1)); mesh.vertex(x+rnd::uniformS(tri_size), y+rnd::uniformS(tri_size), z+rnd::uniformS(tri_size)); } } // set up grid: grid.primitive(Graphics::LINES); double stepsize = 1./2; for (double x=-1; x<=1; x+= stepsize) { for (double y=-1; y<=1; y+= stepsize) { grid.vertex(x, y, 1); grid.vertex(x, y, -1); }} for (double x=-1; x<=1; x+= stepsize) { for (double z=-1; z<=1; z+= stepsize) { grid.vertex(x, 1, z); grid.vertex(x, -1, z); }} for (double y=-1; y<=1; y+= stepsize) { for (double z=-1; z<=1; z+= stepsize) { grid.vertex(1, y, z); grid.vertex(-1, y, z); }} grid.scale(world_radius); // set up cube: cube.color(1,1,1,1); cube.primitive(Graphics::TRIANGLES); addCube(cube); cube.generateNormals(); win.create(Window::Dim(100, 0, 640, 480), "Cube Map FBO Example", 60); win.displayMode(win.displayMode() | Window::STEREO_BUF); win.add(new StandardWindowKeyControls); win.add(new NavInputControl(nav)); MainLoop::start(); return 0; }
//============================================================================== int main(int argc, char* argv[]) { // create and initialize the world auto world = std::make_shared<simulation::World>(); assert(world != nullptr); // create and initialize the world Eigen::Vector3d gravity(0.0, -9.81, 0.0); //world->setGravity(Eigen::Vector3d::Zero()); world->setGravity(gravity); world->setTimeStep(1.0/1000); const auto numLinks = 10; const auto l = 1.0; auto skel = createNLinkRobot(numLinks, Vector3d(0.3, 0.3, l), DOF_ROLL); // auto skel = createNLinkRobot(numLinks, Vector3d(0.3, 0.3, l), BALL); world->addSkeleton(skel); const auto posLower = math::constantsd::pi() * -0.1; const auto posUpper = math::constantsd::pi() * 0.1; const auto velLower = math::constantsd::pi() * -0.1; const auto velUpper = math::constantsd::pi() * 0.1; for (auto i = 0u; i < numLinks; ++i) { auto joint = skel->getJoint(i); const auto pos = math::random(posLower, posUpper); const auto vel = math::random(velLower, velUpper); for (auto j = 0u; j < joint->getNumDofs(); ++j) { joint->setPosition(j, pos); joint->setVelocity(j, vel); } } world->dm_initialize_RIQN_DRNEA(); // while (world->getTime() < 60.0) // { // std::cout << "time: " << world->getTime() << std::endl; // world->dm_step(); // } // std::cout << "E: " << world->getSkeleton(0)->getTotalEnergy() << std::endl; // create a window and link it to the world MyWindow window; window.setWorld(world); glutInit(&argc, argv); window.initWindow(640, 480, "Forward Simulation"); glutMainLoop(); return 0; }
//----------------------------------------------------------------------------- MyWindow* createWindow( int width, int height ) //----------------------------------------------------------------------------- { MyWindow* pWindow = new MyWindow( width, height ); //pWindow->clear_border(); fl_font( FL_TIMES, 12 ); pWindow->end(); Fl::visual( FL_RGB | FL_DOUBLE | FL_INDEX ); return pWindow; }
int main(int argc, char **argv) { int num = 1024; if(argc > 1){ num = atoi(argv[1]); } MyWindow *window = new MyWindow(20,40,300,180,"Hellow, World!", num); // Fl_Box *box = new Fl_Box(20,40,260,100,"Hello, World!"); window->show(argc, argv); return Fl::run(); }
int main(int argc, char **argv) { if (!initSDL()) return 1; MyWindow *window = new MyWindow("Running animation"); window->show(); quitSDL(); return 0; }
int main (void) { window.size(200,200); window.top(); window.activate(); menu.add(IDM_Exit,doexit); menu.add(IDM_Help,dohelp); menu.add(IDM_Parameter,parameter); menu.add(IDM_Save,dosave); window.loop(); return 0; }
TX_MAIN(argc, argv) { TX_STATIC_ENTRY HbApplication app(argc, argv); app.setApplicationName("Cache proxy model demo"); MyWindow mainWindow; mainWindow.show(); // Enter event loop int ret = app.exec(); TX_STATIC_EXIT return ret; }
int main() { MyWindow w; w.Create(); ImageView w2; w2.Create(); w.addChild(&w2); IoProcessMessage(); }
void drawScreenSurface(){ //TODO : WindowPosition for mouse() glEnable(GL_TEXTURE_2D); for (int i = 0 ; i < myFinder->getNbWindows(); i++){ MyWindow* currentWindow = myFinder->getAnchorWindow(i); currentWindow->setConfiguration(i); if(currentWindow!=NULL){ currentWindow->findAllChilds(); drawWindow(currentWindow,0); } } }
int main(int argc, char **argv) { MyWindow *window = new MyWindow(); vector<string> args; for(int i = 0; i < argc; ++i) args.push_back(argv[i]); process(args, window); window->show(); return Fl::run(); }