void ARController::Initialize(Engine * engine) { if (isInitialized) return; LOGD(LOGTAG_ARCONTROLLER,"Initializing ARController"); initializeUI(engine); engine->sensorCollector->EnableSensors(false,true,false); //Initialize stateful objects worldLoader = new WorldLoader(); qrFinder = new QRFinder(debugUI); qrDecoder = new QRDecoder(debugUI); positionSelector = new PositionSelector(debugUI); //Initialize textured quad to render camera image quadBackground = new QuadBackground(engine->ImageSize()); deletableObjects.push_back(quadBackground); engine->inputHandler->AddGlobalButtonDelegate(ButtonEventDelegate::from_method<ARController,&ARController::HandleButtonPress>(this)); isInitialized = true; drawingLevel = 3; LOGD(LOGTAG_ARCONTROLLER,"Initialization complete"); }
EnrollDialog::EnrollDialog(QWidget *parent, QSettings *settings, WorkerSensorMulti *workerSensor) : QDialog(parent) { DEBUG("EnrollDialog Constructor Called"); this->settings = settings; this->rutNumber = ""; this->screen = 1; soapHandlerPersona = new SoapHandler(this->settings); connect(soapHandlerPersona, SIGNAL(finished(QString)), this, SLOT(verificaPersonaFinished(QString))); connect(soapHandlerPersona, SIGNAL(error(QString)), this, SLOT(verificaPersonaError(QString))); soapHandlerEnroll = new SoapHandler(this->settings); connect(soapHandlerEnroll, SIGNAL(finished(QString)), this, SLOT(enrollFinished(QString))); connect(soapHandlerEnroll, SIGNAL(error(QString)), this, SLOT(enrollError(QString))); this->workerSensor = workerSensor; connect(workerSensor, SIGNAL(enrollWorkDone(uchar *, uchar *, int, int)), this, SLOT(enrollWorkDone(uchar *, uchar *, int, int))); this->setWindowOpacity(1.0); this->setWindowState(Qt::WindowFullScreen); this->resize(240, 320); initializeUI(); closeTimer = new QTimer(this); closeTimer->setInterval(settings->value("timerCloseEnrollDialog", 60000).toInt()); connect(closeTimer, SIGNAL(timeout()), this, SLOT(timerCloseDialog())); closeTimer->start(); }
BOOL CImp_DrawDlg::OnInitDialog() { CDialog::OnInitDialog(); // Set the icon for this dialog. The framework does this automatically // when the application's main window is not a dialog box. SetIcon(m_hIcon, TRUE); // Set big icon SetIcon(m_hIcon, FALSE); // Set small icon // // Display the Logon dialog box. // CString csDefaultQueueName = GetUserName(); m_csLogin = LoginPrompt(csDefaultQueueName); while (m_csLogin == "") { m_csLogin = LoginPrompt(csDefaultQueueName); } SetWindowText(m_csLogin); // // First, we have to initialize COM. // if (!AfxOleInit()) { MessageBox("Failed to initialize COM."); exit(1); } // // Establish whether the local computer is enabled to access the directory // service (DS) and set the UI accordingly. // m_fDsEnabledLocaly = IsDsEnabledLocaly(); if(!m_fDsEnabledLocaly) { // // The computer is DS-disabled. This is the right place to open the receiving queue // because it is a local private queue. This operation is not time-consuming. // // // Open the receiving queue and receive incoming messages. // if (!OpenPrivateReceiveQueue()) { // // The attempt to open the receiving queue failed. // MessageBox("The receiving queue cannot be opened."); } } initializeUI(m_fDsEnabledLocaly); return TRUE; // Return TRUE unless you set the focus to a control. }
void HippoAbstractWindow::setUI(HippoUI *ui) { if (created_) return; ui_ = ui; if (ui_) initializeUI(); }
void CScenePlay::initializeScene() { // シーケンスを関数ポインタで管理 Sequence[SEQ_BEGIN] = &CScenePlay::SequenceBegin; Sequence[SEQ_MAIN] = &CScenePlay::SequenceMain; Sequence[SEQ_PAUSE] = &CScenePlay::SequencePause; Sequence[SEQ_END] = &CScenePlay::SequenceEnd; // 最初のシーケンス SequenceState = SEQ_BEGIN; // 各パラメーター初期化 initializeObjects(); // ユーザーインターフェース初期化 initializeUI(); }
int main(int argc, char** argv){ //Initialize globals //srand(time(NULL)); camera.setPosition(0.0, 10.0, 10.0); camera.setVector(0.0, 0.0, 0.0); newCam = camera; u.setVector(-1.0, 0.0, 0.0); v.setVector(0.0, 1.0, 0.0); w.setVector(0.0, 0.0, -1.0); p1.setOpponent(&(opponent.player)); p1.setPosition(P1_POSX, P1_POSY, P1_POSZ); opponent.player.setPosition(OPP_POSX2, OPP_POSY2, OPP_POSZ2); cam.setListenerPos(); sound.toggleMusic(); tlx = 0; tly = 0; ulx = 0; uly = 0; //Initialize window GW = 800; GH = 600; /* initialize buttons */ GLfloat col[] = {1.0,1.0,1.0}; for (int i = 0; i < 18; i++) { Button * newBtn = new Button(i, col, NULL); buttons.push_back(newBtn); } glutInit(&argc, argv); glutInitDisplayMode(GLUT_RGB | GLUT_DOUBLE | GLUT_DEPTH); glutInitWindowSize(GW, GH); glutInitWindowPosition(100, 100); glutCreateWindow("Crash & Burn"); glClearColor(1.0, 1.0, 1.0, 1.0); //Register GLUT callbacks glutDisplayFunc(display); glutReshapeFunc(reshape); glutKeyboardFunc(keyboard); glutKeyboardUpFunc(keyboardUp); glutSpecialFunc(specKeys); glutMouseFunc(mouseClick); glutPassiveMotionFunc(mouseMotion); glEnable(GL_DEPTH_TEST); glEnable(GL_LIGHTING); init_lighting(); composeDisplayLists(); glutTimerFunc(1000/60, update, 0); initializeParticleTextures(); buttons.at(17)->setObject(new BasicTower(float(-0.5)*GRID_SIZE*2.0 + GRID_SIZE, 0.25, float(-0.5)*GRID_SIZE*2.0 + GRID_SIZE, 0, 0)); buttons.at(16)->setObject(new FreezeTower(float(-0.5)*GRID_SIZE*2.0 + GRID_SIZE, 0.25, float(-0.5)*GRID_SIZE*2.0 + GRID_SIZE, 0, 0)); buttons.at(15)->setObject(new FastTower(float(-0.5)*GRID_SIZE*2.0 + GRID_SIZE, 0.25, float(-0.5)*GRID_SIZE*2.0 + GRID_SIZE, 0, 0)); buttons.at(14)->setObject(new SlowTower(float(-0.5)*GRID_SIZE*2.0 + GRID_SIZE, 0.25, float(-0.5)*GRID_SIZE*2.0 + GRID_SIZE, 0, 0)); buttons.at(13)->setObject(new TrapTower(float(-0.5)*GRID_SIZE*2.0 + GRID_SIZE, 0.25, float(-0.5)*GRID_SIZE*2.0 + GRID_SIZE, 0, 0)); buttons.at(12)->setObject(new WallTower(float(-0.5)*GRID_SIZE*2.0 + GRID_SIZE, 0.25, float(-0.5)*GRID_SIZE*2.0 + GRID_SIZE, 0, 0)); initializeUI(); winTexture = LoadHQTexture("Win.bmp"); startTexture = LoadHQTexture("title.bmp"); p1.pGrid.initialize(false); opponent.player.pGrid.initialize(true); scene.initialize(); glutMainLoop(); }
void SettingsWindow::showEvent(QShowEvent *event) { initializeUI(); initializeElements(); event->accept(); }