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 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 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 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++; }