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() { // 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(); }
void TPinterface::initGUI() { pgraph = &(((LightingScene*) scene)->pgraph); int* wire = &(((LightingScene*) scene)->wire); int* wind = &(((LightingScene*) scene)->wind); int * cam = &(((LightingScene*) scene)->activCam); // Check CGFinterface.h and GLUI documentation for the types of controls available GLUI_Panel *varPanel= addPanel("Settings:", 1); GLUI_Panel *modepanel = addPanelToPanel(varPanel, "Mode", 1); GLUI_RadioGroup* wireFrameGroup = addRadioGroupToPanel(modepanel,wire); addRadioButtonToGroup(wireFrameGroup, "\tFill"); addRadioButtonToGroup(wireFrameGroup, "\tWire"); addRadioButtonToGroup(wireFrameGroup, "\tPoint"); addColumnToPanel(varPanel); GLUI_Panel *cammodel = addPanelToPanel(varPanel, "Camera", 1); GLUI_RadioGroup* camerasGroup = addRadioGroupToPanel(cammodel,cam); for(int i = 0; i < cameras.size();i++) { addRadioButtonToGroup(camerasGroup, (char *)cameras[i].c_str()); } addRadioButtonToGroup(camerasGroup, "Free Camera"); addColumnToPanel(varPanel); GLUI_Panel *lightspanel = addPanelToPanel(varPanel, "Lights", 1); for(int i = 0; i < pgraph->getLights().size();i++) { if (pgraph->getLights()[i].enabled) addCheckboxToPanel(lightspanel, (char*)pgraph->getLights()[i].id.c_str(), NULL, i)->set_int_val( 1); else addCheckboxToPanel(lightspanel, (char*)pgraph->getLights()[i].id.c_str(), NULL, i)->set_int_val( 0); } addColumnToPanel(varPanel); GLUI_Panel *windpanel = addPanelToPanel(varPanel, "Wind", 1); GLUI_Spinner *spin= addSpinnerToPanel(windpanel,"wind",GLUI_SPINNER_INT,wind,11); spin->set_int_limits(0,11,GLUI_LIMIT_WRAP); }
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 GraphSceneUI::initShadingModePanel() { char* text = new char[256]; strcpy(text, "Shading Mode"); GLUI_Panel* shadingModePanel = addPanel(text); GLUI_RadioGroup* shadingModeGroup = addRadioGroupToPanel(shadingModePanel, &shadingModeRadioGroupSelectedItemID, SHADING_MODE_RADIO_GROUP); strcpy(text, "Flat"); addRadioButtonToGroup(shadingModeGroup, text); strcpy(text, "Gouraud"); addRadioButtonToGroup(shadingModeGroup, text); }
void Interface::initGUI() { Scene * scene = ((Scene *)this->scene); std::vector<Light *> sceneLights = scene->getLights(); lightsState = new int[sceneLights.size()]; GLUI_Panel * panelLights = addPanel("Lights: ", 1); int * lightvalue; unsigned i = 0; for(std::vector<Light *>::iterator it = sceneLights.begin(); it != sceneLights.end() ;it++,i++){ lights.push_back(*it); lightsState[i] = ((*it)->isEnabled() ? 1 : 0); addCheckboxToPanel (panelLights,(char *)((*it)->getIdTitle()).c_str(),&lightsState[i], i + LIGHTS_BASE_ID); } addColumn(); activeCameraPosition = scene->getActiveCameraPosition(); GLUI_Panel * cameraPanel = addPanel("Cameras: ", 1); GLUI_RadioGroup * rgCameras = addRadioGroupToPanel(cameraPanel,&activeCameraPosition, CAMERAS_ID); std::vector<Camera *> cameras = scene->getCameras(); unsigned size = i + cameras.size(); std::vector<Camera *>::iterator it = cameras.begin(); for(; it != cameras.end() ;it++){ addRadioButtonToGroup (rgCameras, (char *)(*it)->getTitle().c_str()); } addColumn(); drawingMode = scene->getDrawingMode(); GLUI_Panel * drawingModePanel = addPanel("Drawing mode: ", 1); GLUI_RadioGroup * rgDrawingMode = addRadioGroupToPanel(drawingModePanel,&drawingMode, DRAWINGMODE_ID); addRadioButtonToGroup (rgDrawingMode, "Fill"); addRadioButtonToGroup (rgDrawingMode, "Line"); addRadioButtonToGroup (rgDrawingMode, "Point"); addColumn(); shaddingMode = scene->getShaddingMode(); GLUI_Panel * shaddingModePanel = addPanel("Shadding mode: ", 1); GLUI_RadioGroup * rgShaddingMode = addRadioGroupToPanel(shaddingModePanel,&shaddingMode, SHADDINGMODE_ID); addRadioButtonToGroup (rgShaddingMode, "Flat"); addRadioButtonToGroup (rgShaddingMode, "Gouraud"); addColumn(); GLUI_Panel * axisModePanel = addPanel("Axis: ", 1); GLUI_RadioGroup * rgAxisMode = addRadioGroupToPanel(axisModePanel,&scene->showAxis, SHOWAXIS_ID); addRadioButtonToGroup (rgAxisMode, "Show"); addRadioButtonToGroup (rgAxisMode, "Hide"); }
void GraphSceneUI::initDrawingModePanel() { char* text = new char[256]; strcpy(text, "Drawing Mode"); GLUI_Panel* drawingModePanel = addPanel(text); GLUI_RadioGroup* drawingModeGroup = addRadioGroupToPanel(drawingModePanel, &drawingModeRadioGroupSelectedItemID, DRAWING_MODE_RADIO_GROUP); strcpy(text, "Point"); addRadioButtonToGroup(drawingModeGroup, text); strcpy(text, "Line"); addRadioButtonToGroup(drawingModeGroup, text); strcpy(text, "Fill"); addRadioButtonToGroup(drawingModeGroup, text); }
void GraphSceneUI::initCamerasPanel() { char* text = new char[256]; strcpy(text, "Cameras"); GLUI_Panel* camerasPanel = addPanel(text); GLUI_RadioGroup* camerasGroup = addRadioGroupToPanel(camerasPanel, &activeCameraRadioGroupSelectedItemID, ACTIVE_CAMERA_RADIO_GROUP); map<string, Camera*>* cameras = ((GraphScene*) scene)->getCameras()->getCameras(); map<string, Camera*>::iterator it; for (it = cameras->begin(); it != cameras->end(); it++) { strcpy(text, it->second->getId().c_str()); addRadioButtonToGroup(camerasGroup, text); } }
void Interface::initGUI() { GLUI_Panel *geral =addPanel("Opcoes", 1); addColumnToPanel(geral); GLUI_Panel *luzesPanel = addPanelToPanel(geral,"Luzes", 1); for(unsigned int i=0;i<((ANFScene *) scene)->parser.lights.size();i++){ string str=((ANFScene *) scene)->parser.lights[i]->id; char * writable = new char[str.size() + 1]; copy(str.begin(), str.end(), writable); writable[str.size()] = '\0'; if(((ANFScene *) scene)->parser.lights[i]->enabled==true){ addCheckboxToPanel(luzesPanel,writable,NULL,i)->set_int_val(1); } else{ addCheckboxToPanel(luzesPanel,writable,NULL,i)->set_int_val(0); } delete[] writable; } addColumnToPanel(geral); GLUI_Panel *camerasPanel = addPanelToPanel(geral,"Camaras", 1); GLUI_RadioGroup *cameraList = addRadioGroupToPanel(camerasPanel,&(((ANFScene *) scene)->parser.activeCam)); for(unsigned int i=0;i<((ANFScene *) scene)->parser.cameras.size();i++){ string str=((ANFScene *) scene)->parser.cameras[i]->id; char * writable = new char[str.size() + 1]; copy(str.begin(), str.end(), writable); writable[str.size()] = '\0'; if(i == ((ANFScene *) scene)->parser.activeCam) addRadioButtonToGroup(cameraList, writable)->set_int_val(1); else addRadioButtonToGroup(cameraList, writable); delete[] writable; } addRadioButtonToGroup(cameraList, "Default"); addColumnToPanel(geral); GLUI_Panel *drawPanel = addPanelToPanel(geral,"Draw Mode", 1); GLUI_RadioGroup *drawList = addRadioGroupToPanel(drawPanel,&(((ANFScene *) scene)->parser.globals->drawing.mode)); addRadioButtonToGroup(drawList, "Fill"); addRadioButtonToGroup(drawList, "Line"); addRadioButtonToGroup(drawList, "Point"); addColumnToPanel(geral); GLUI_Panel *windPanel = addPanelToPanel(geral,"Wind Value", 1); GLUI_Spinner *spinner = addSpinnerToPanel(windPanel, "windScale",GLUI_SPINNER_INT,&(((ANFScene *) scene)->parser.wind),9); spinner->set_speed(0.5); spinner->set_int_limits(0,10,GLUI_LIMIT_WRAP); GLUI_Panel *varPanel= addPanelToPanel(geral,"Animations", 1); addButtonToPanel(varPanel, "Reset", 8); }
void DemoInterface::initGUI() { this->pieceSelected=false; scorep1=0; scorep2=0; glutReshapeWindow(680,550); GLUI_Panel *masterPanel=addPanel("Interface",GLUI_PANEL_RAISED); addStaticTextToPanel(masterPanel,"Interface"); int atual=2; GLUI_Panel *globalPanel= addPanelToPanel(masterPanel,"Globals", 1); GLUI_RadioGroup * g1 = addRadioGroupToPanel(globalPanel,&(((DemoScene *) scene)->drawMode),1); addRadioButtonToGroup(g1,"Fill"); addRadioButtonToGroup(g1,"Wireframe"); addRadioButtonToGroup(g1,"Point"); addColumnToPanel(masterPanel); addStaticTextToPanel(masterPanel,""); GLUI_Panel *cameraPanel= addPanelToPanel(masterPanel,"Cameras",1); GLUI_RadioGroup * g2 = addRadioGroupToPanel(cameraPanel,&(((DemoScene*) scene)->activeCameraNumber),atual); atual++; map<string,Camera *>::const_iterator it; for(it=((DemoScene*) scene)->cameras.begin();it!=((DemoScene*) scene)->cameras.end();it++){ addRadioButtonToGroup(g2,(char*)it->second->id.c_str()); } addColumnToPanel(masterPanel); addStaticTextToPanel(masterPanel,""); GLUI_Panel *lighPanel=addPanelToPanel(masterPanel,"Lights",1); for(unsigned int i=0;i<((DemoScene *) scene)->graphLights.size();i++){ addCheckboxToPanel(lighPanel,(char*)((DemoScene *) scene)->graphLights.at(i)->id.c_str(),(int *)&((DemoScene *) scene)->graphLights.at(i)->state,atual); } atual++; atual++; addColumnToPanel(masterPanel); GLUI_Panel * ambientPanel=addPanelToPanel(masterPanel,"Game Ambient",1); GLUI_RadioGroup * amb=addRadioGroupToPanel(ambientPanel,&((DemoScene *) scene)->theme,atual); atual++; addRadioButtonToGroup(amb,"Wood"); addRadioButtonToGroup(amb,"Mineral"); addRadioButtonToGroup(amb,"Aquatic"); GLUI_Panel * gameTimePanel = addPanel("Game Time",GLUI_PANEL_EMBOSSED); GLUI_Panel * timePanel = addPanelToPanel(gameTimePanel,"Game Time",1); GLUI_EditText * time = addEditTextToPanel(timePanel,"Current Game Time", &((DemoScene *) scene)->gameTime,1); GLUI_Panel * gamePanel = addPanel("Game Status",GLUI_PANEL_EMBOSSED); GLUI_Panel * statusPanel = addPanelToPanel(gamePanel,"Game Status",1); gameStatus = addStaticTextToPanel(statusPanel,"Game Status"); char c[128]; sprintf(c, "Current player: %d | Game score: %d - %d \n ", &((DemoScene *) scene)->player,scorep1,scorep2); gameStatus->set_text(c); addColumnToPanel(gamePanel); GLUI_Panel * difPanel = addPanelToPanel(gamePanel,"Game Difficulty",1); GLUI_RadioGroup * dif=addRadioGroupToPanel(difPanel,0,atual); atual++; addRadioButtonToGroup(dif,"Easy"); addRadioButtonToGroup(dif,"Medium"); addRadioButtonToGroup(dif,"Hard"); addColumnToPanel(gamePanel); GLUI_Panel * modePanel = addPanelToPanel(gamePanel,"Game Mode",1); GLUI_RadioGroup * mode=addRadioGroupToPanel(modePanel,&((DemoScene *) scene)->gameMode,atual); atual++, addRadioButtonToGroup(mode,"Hum vs. Hum"); addRadioButtonToGroup(mode,"Hum vs. CPU"); addRadioButtonToGroup(mode,"CPU vs. CPU"); addColumnToPanel(gamePanel); GLUI_Panel * buttonPanel = addPanelToPanel(gamePanel,""); GLUI_Button * undoButton=addButtonToPanel(buttonPanel,"Undo Move",atual); atual++; GLUI_Button * replayButton=addButtonToPanel(buttonPanel,"Replay last game",atual); atual++; GLUI_Button * startButton=addButtonToPanel(buttonPanel,"Start Game",atual); atual++; }