//------------------------------------------------------------------------------ GUITeamSelect::GUITeamSelect(PuppetMasterClient * puppet_master) : puppet_master_(puppet_master) { enableFloatingPointExceptions(false); CEGUI::WindowManager& wm = CEGUI::WindowManager::getSingleton(); /// XXX hack because root window is stored inside metatask, no easy way to retrieve it CEGUI::Window * parent = wm.getWindow("TankApp_root/"); // Use parent window name as prefix to avoid name clashes root_ = wm.loadWindowLayout("teamselectmenu.layout", parent->getName()); menu_window_ = (CEGUI::Window*) wm.getWindow(parent->getName() + "teamselectmenu/menu"); menu_btn_[0] = (CEGUI::ButtonBase*) wm.getWindow(parent->getName() + "teamselectmenu/btn1"); menu_btn_[1] = (CEGUI::ButtonBase*) wm.getWindow(parent->getName() + "teamselectmenu/btn2"); menu_btn_spec_ = (CEGUI::ButtonBase*) wm.getWindow(parent->getName() + "teamselectmenu/btn3"); menu_btn_text_[0] = (CEGUI::ButtonBase*) wm.getWindow(parent->getName() + "teamselectmenu/btn1/text"); menu_btn_text_[1] = (CEGUI::ButtonBase*) wm.getWindow(parent->getName() + "teamselectmenu/btn2/text"); // add score to widget tree parent->addChildWindow(menu_window_); menu_window_->setVisible(false); registerCallbacks(); enableFloatingPointExceptions(); s_input_handler.registerInputCallback("Change Team", input_handler::SingleInputHandler(this, &GUITeamSelect::toggleShow), &fp_group_); }
void Context::init(int argc, char **argv){ // configurate contexts config(); // create window with glut glutInit(&argc, argv); glutInitDisplayMode( GLUT_DOUBLE | GLUT_RGB | GLUT_DEPTH ); glutInitWindowSize(width, height); glutInitWindowPosition(x, y); glutCreateWindow(title.c_str()); // light and material glMaterialfv(GL_FRONT, GL_AMBIENT, materialAmbient); glMaterialfv(GL_FRONT, GL_SPECULAR, materialSpecular); glMaterialfv(GL_FRONT, GL_SHININESS, materialShininess); glLightfv(GL_LIGHT0, GL_POSITION, lightPosition); glLightModelfv(GL_LIGHT_MODEL_AMBIENT, lightModelAmbient); glEnable(GL_LIGHTING); glEnable(GL_LIGHT0); // shading glShadeModel(GL_FLAT); // clear background to black and clear depth buffer glClearColor(0.0,0.0,0.0,1.0); // enable depth test (z-buffer) glDepthFunc(GL_LESS); glEnable(GL_DEPTH_TEST); // enable normalization of vertex normals glEnable(GL_NORMALIZE); // initial view definitions glMatrixMode(GL_PROJECTION); glLoadIdentity(); // perspective projection gluPerspective(fov, width/height, nearPlane, farPlane); registerCallbacks(); // some output to console cout << "--------------------------------------------\n"; cout << " cg1_ex1 opengl robot scenegraph \n"; cout << " \n"; cout << " keyboard: \n"; cout << " arrow keys: select node \n"; cout << " x/X,y/Y,z/Z: rotate node \n"; cout << " r: reset all rotations \n"; cout << " q/Q: quit program \n"; cout << " \n"; cout << " mouse: \n"; cout << " right click: config menu \n"; cout << " left click+drag: rotate selected node \n"; cout << "--------------------------------------------\n"; }
void Object::init () { /* Set up magic object back link */ evas_object_data_set( o, "obj_c++", this ); /* Set up callbacks */ registerCallbacks(); }
void main(int argc, char **argv) { glutInit(&argc, argv); //Initialize the tool kit initWindow(); registerCallbacks(); initializeGraphics(); glutMainLoop(); }
void ARtest::destroy(){ registerCallbacks(false); #define DELPLOT(x) if(x){ delete x; x = NULL; } DELPLOT(plot1); DELPLOT(plot2); DELPLOT(plot3); #undef DELPLOT }
void zeigeMatrizen(Matrix* matrizen, int n) { int i; GLfloat x,y; TTexture texture; char* arg0 = "ueb04"; int argc = 1; /* Anzahl der Matrizen pruefen */ if (n<0) return; if (n>12) n=12; /* Initialisieren des Fensters */ glutInit(&argc,&arg0); glutInitDisplayMode(GLUT_DOUBLE | GLUT_RGB); glutInitWindowSize(800,600); glutInitWindowPosition(0,0); /* Erzeugen des Fensters, Initialisierung v. Anwendung und Callbacks */ if (!glutCreateWindow("C-Uebung Aufgabe 4 OpenGL-Fenster") || !init() || !registerCallbacks()) return; /* Speicher fuer Textur reservieren */ texture.pixel=malloc(256*256*sizeof(GLfloat)); /* TextureIDs erzeugen */ textureIDs=malloc(n*sizeof(GLuint)); glGenTextures(n,textureIDs); /* Matrizen in Texturen konvertieren und anzeigen */ nquads=n; x=-0.9f; y=0.7f; for (i=0; i<n; i++) { matrixToTexture(matrizen[i],&texture); bindTexture(i,texture); rects[i].x=x; rects[i].y=y; rects[i].width=(GLfloat)texture.orgwidth/256.0f*0.4f; rects[i].height=(GLfloat)texture.orgheight/256.0f*0.4f; rects[i].xTexAspect=(GLfloat)texture.orgwidth/(GLfloat)texture.width; rects[i].yTexAspect=(GLfloat)texture.orgheight/(GLfloat)texture.height; x+=(0.4f+0.2f/3.0f); if ((i%4)==3) { x=-0.9f; y-=0.5f; } } /* Hauptschleife der Ereignisbehandlung starten */ glutMainLoop(); }
void ARtest::setup(){ vidGrabber.initGrabber(width, height); colorImage.allocate(width, height); grayImage.allocate(width, height); grayThres.allocate(width, height); // This uses the default camera calibration and marker file artk.setup(width, height); LIVEOSC.setup(); // The camera calibration file can be created using GML: // http://graphics.cs.msu.ru/en/science/research/calibration/cpp // and these instructions: // http://studierstube.icg.tu-graz.ac.at/doc/pdf/Stb_CamCal.pdf // This only needs to be done once and will aid with detection // for the specific camera you are using // Put that file in the data folder and then call setup like so: // artk.setup(width, height, "myCamParamFile.cal", "markerboard_480-499.cfg"); // Set the threshold // ARTK+ does the thresholding for us // We also do it in OpenCV so we can see what it looks like for debugging artk.setThreshold(threshold); plot1 = new ofxHistoryPlot(NULL, "dbg", 400, false); plot1->setAutoRangeShrinksBack(true); plot2 = new ofxHistoryPlot(NULL, "dbg", 400, false); plot2->setAutoRangeShrinksBack(true); plot3 = new ofxHistoryPlot(NULL, "dbg", 400, false); plot3->setAutoRangeShrinksBack(true); for(int i=0; i<5; i++){ ofImage* img = new ofImage(); img->loadImage("portrets/"+ofToString(i+1, 0, 2, '0')+".jpg"); img->resize(150, 150); portrets.push_back(img); } // Load the corners of the image into the vector displayImageCorners.push_back(ofPoint(0, 0)); displayImageCorners.push_back(ofPoint(150, 0)); displayImageCorners.push_back(ofPoint(150, 150)); displayImageCorners.push_back(ofPoint(0, 150)); updateParams(); // callbacks registerCallbacks(); }
void GLUTCanvas::init() { glutInitDisplayMode(getDisplayMode()); atexit(onExitFunction); // FIXME: sholdn't this be part of GLUTApplication?? glutInitWindowSize(size_.x, size_.y); glutCreateWindow(title_.c_str()); windowID_ = glutGetWindow(); Canvases_[windowID_] = this; registerCallbacks(); rgbaSize_ = ivec4(glutGet(GLUT_WINDOW_RED_SIZE), glutGet(GLUT_WINDOW_GREEN_SIZE), glutGet(GLUT_WINDOW_BLUE_SIZE), glutGet(GLUT_WINDOW_ALPHA_SIZE)) ; stencilSize_ = glutGet(GLUT_WINDOW_STENCIL_SIZE); depthSize_ = glutGet(GLUT_WINDOW_DEPTH_SIZE); doubleBuffered_ = (0 != glutGet(GLUT_WINDOW_DOUBLEBUFFER)); stereoViewing_ = (0 != glutGet(GLUT_WINDOW_STEREO)); GLCanvas::init(); }
void Labyrinth::init(int* argc, char** argv, int w, int h) { m_w_width = 800; m_w_height = 800; m_key_u_press = false; m_key_d_press = false; m_key_l_press = false; m_key_r_press = false; m_key_u_val = 119; // w m_key_l_val = 97; // a m_key_d_val = 115; // s m_key_r_val = 100; // d m_maze_offset_x = m_w_width/2; m_maze_offset_y = m_w_height/2; m_max_maze_size = 10; m_light_radius = 50; m_film_grain = false; m_film_grain_val = 400; m_show_data = false; m_splash_screen = true; m_frame_count = 0; m_frame_time = 0; m_fps = 0; if(!m_screen) m_screen = new Screen(w,h); if(!m_maze) m_maze = new Maze(); if(!m_player) m_player = new Player(m_maze->nodeAt(0,0)); initGLUT(argc,argv); registerCallbacks(); }
void Game::run() { initGame(); registerCallbacks(); glutMainLoop(); }
XML::XML(): DomTree("", "UTF-8", "1.0") { registerCallbacks(); }
ofxNeuron::ofxNeuron(){ sockTCPRef = NULL; bCallbacks = false; registerCallbacks(); }
int gst_glut_glutCreateWindow (const char *name) { int id = glutCreateWindow (name); registerCallbacks (); return id; }
int gst_glut_glutCreateSubWindow (int win, int x, int y, int width, int height) { int id = glutCreateSubWindow (win, x, y, width, height); registerCallbacks (); return id; }