Пример #1
0
//==== Create & Init Gui ToggleButton  ====//
void GroupLayout::AddButton( CheckButtonBit& cbutton, const char* label, int value )
{
    assert( m_Group && m_Screen );

    //==== Add Check Button ====//
    int bw = FitWidth( 0, m_ButtonWidth );
    Fl_Light_Button* flbutton = new Fl_Light_Button( m_X, m_Y, bw, m_StdHeight, label );
    flbutton->labelfont( 1 );
    flbutton->labelsize( 12 );
    flbutton->align( Fl_Align( 132 | FL_ALIGN_INSIDE ) );
    flbutton->labelcolor( FL_DARK_BLUE );
    flbutton->copy_label( label );
    m_Group->add( flbutton );
    AddX( bw );

    AddY( m_StdHeight );
    NewLineX();

    cbutton.Init( m_Screen, flbutton, value );
}
Пример #2
0
Fl_Window * make_window() 
{
  Fl_Window * w;
  { 
    Fl_Window * o = main_window = new Fl_Window(741, 622, "ASF/AMC Motion Capture Player");
    w = o;
    { 
      Fl_Group * o = new Fl_Group(10, 485, 615, 140);
      { 
        Fl_Button * o = loadSkeleton_button = new Fl_Button(10, 495, 120, 40, "Load Skeleton");//***
        o->callback((Fl_Callback *)load_callback);
      }

      { 
        Fl_Button * o = loadMotion_button = new Fl_Button(140, 495, 120, 40, "Load Motion"); //***
        o->callback((Fl_Callback *)load_callback);
      }

      // "Reload motion" always reload the last skeleton loaded
      { 
        Fl_Button * o = reloadMotion_button = new Fl_Button(270, 495, 120, 40, "Reload Motion");//***
        o->callback((Fl_Callback *)reload_callback);
      }

      { 
        Fl_Button * o = resetScene_button = new Fl_Button(400, 495, 120, 40, "Reset Scene");
        o->callback((Fl_Callback *)resetScene_callback);
      }

      { 
        Fl_Light_Button* o = record_button = new Fl_Light_Button(380, 575, 40, 25, "R");
        o->callback((Fl_Callback *)record_callback, (void*)(0));
      }

      { 
        Fl_Button * o = screenShot_button = new Fl_Button(280, 575, 90, 25, "ScreenShot");
        o->callback((Fl_Callback *)saveScreenToFile_callback);
      }

      { 
        Fl_Button * o = pause_button = new Fl_Button(430, 575, 35, 25, "@||");
        o->labeltype(FL_SYMBOL_LABEL);
        o->labelsize(12);
        o->callback((Fl_Callback *)play_callback);
      }
      { 
        Fl_Button* o = rewind_button = new Fl_Button(465, 575, 35, 25, "@|<");
        o->labeltype(FL_SYMBOL_LABEL);
        o->labelsize(12);
        o->callback((Fl_Callback *)play_callback);
      }
      { 
        Fl_Button* o = play_button = new Fl_Button(500, 575, 35, 25, "@>");
        o->labeltype(FL_SYMBOL_LABEL);
        o->labelsize(12);
        o->callback((Fl_Callback *)play_callback, (void*)(0));
      }
      { 
        Fl_Button* o = minusOne_button = new Fl_Button(535, 575, 35, 25, "-1");
        o->labeltype(FL_SYMBOL_LABEL);
        o->labelsize(12);
        o->callback((Fl_Callback *)play_callback, (void*)(0));
      }
      { 
        Fl_Button* o = plusOne_button = new Fl_Button(570, 575, 35, 25, "+1");
        o->labeltype(FL_SYMBOL_LABEL);
        o->labelsize(12);
        o->callback((Fl_Callback *)play_callback, (void*)(0));
      }
      { 
        Fl_Button* o = repeat_button = new Fl_Button(605, 575, 35, 25, "@<->");
        o->labeltype(FL_SYMBOL_LABEL);
        o->labelsize(12);
        o->callback((Fl_Callback *)play_callback, (void*)(0));
      }
      o->end();
    }  // FL_group

    { 
      Player_Gl_Window * o = glwindow = new Player_Gl_Window(5, 5, 640, 480, "label");
      o->box(FL_DOWN_FRAME);
      o->labeltype(FL_NO_LABEL);
    }

    { 
      Fl_Value_Slider* o = frame_slider = new Fl_Value_Slider(10, 545, 630, 20);  // slider
      o->type(5);
      o->labelsize(18);
      o->minimum(1);
      o->maximum(60000);
      o->step(1);
      o->callback((Fl_Callback*)fslider_callback, (void*)(0));
      o->align(197);
    }

    { 
      Fl_Value_Input* o = speedUp = new Fl_Value_Input(65, 575, 40, 25, "Speed");
      o->minimum(0);
      o->value(1);
      o->callback((Fl_Callback*)playSpeed_callback);
    }
    
    { 
      Fl_Value_Input * o = sub_input = new Fl_Value_Input(690, 55, 45, 25, "Skeleton ID:");
      o->callback((Fl_Callback*)skeletonID_callback);
      sub_input->align(Fl_Align(FL_ALIGN_TOP_RIGHT));
    }
	  { 
      Fl_Value_Input * o = tx_input = new Fl_Value_Input(690, 95, 45, 25, "tx:");
      o->callback((Fl_Callback*)tx_callback);
    }
	  { 
      Fl_Value_Input * o = ty_input = new Fl_Value_Input(690, 122, 45, 25, "ty:");
      o->callback((Fl_Callback*)ty_callback);
    }
	  { 
      Fl_Value_Input * o = tz_input = new Fl_Value_Input(690, 152, 45, 25, "tz:");
      o->callback((Fl_Callback*)tz_callback);
    }
	  { 
      Fl_Value_Input * o = rx_input = new Fl_Value_Input(690, 190, 45, 25, "rx:");
      o->callback((Fl_Callback*)rx_callback);
    }
	  { 
      Fl_Value_Input * o = ry_input = new Fl_Value_Input(690, 217, 45, 25, "ry:");
      o->callback((Fl_Callback*)ry_callback);
    }
	  { 
      Fl_Value_Input * o = rz_input = new Fl_Value_Input(690, 247, 45, 25, "rz:");
      o->callback((Fl_Callback*)rz_callback);
    }

    { 
      Fl_Value_Input * o = joint_idx = new Fl_Value_Input(195, 575, 45, 25, "Show Joint");
      o->maximum(30);
      o->step(1);
      o->value(-1);
      o->callback((Fl_Callback*)spotJoint_callback);
    }

    { 
      Fl_Light_Button * o = groundPlane_button = new Fl_Light_Button(650, 315, 85, 25, "Ground");
      o->callback((Fl_Callback*)renderGroundPlane_callback, (void*)(0));
      o->align(FL_ALIGN_INSIDE);
    }

    { 
      Fl_Light_Button * o = fog_button = new Fl_Light_Button(650, 345, 85, 25, "Fog");
      o->callback((Fl_Callback*)useFog_callback, (void*)(0));
      o->align(FL_ALIGN_INSIDE);
    }

    { 
      Fl_Light_Button * o = worldAxes_button = new Fl_Light_Button(650, 375, 85, 25, "Axes");
      o->callback((Fl_Callback*)renderWorldAxes_callback, (void*)(0));
      o->align(FL_ALIGN_INSIDE);
    }

    { 
      Fl_Button * o = aboutPlayer_button = new Fl_Button(650, 420, 85, 25, "About");
      o->callback((Fl_Callback *)aboutPlayer_callback);
      o->align(FL_ALIGN_INSIDE);
    }
    o->end();
  }
  return w;
}