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Copy pathinterface.cpp
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214 lines (189 loc) · 6.96 KB
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// generated by Fast Light User Interface Designer (fluid) version 1.0009
/*
Revision 1 - Steve Lin, Jan. 14, 2002
Revision 2 - Alla and Kiran, Jan 18, 2002
Revision 3 - Jernej Barbic and Yili Zhao, Feb, 2012
*/
#include "interface.h"
Fl_Window * main_window = (Fl_Window *)0;
// button group - load ASF/AMC data
Fl_Button * loadSkeleton_button = (Fl_Button *)0;
Fl_Button * loadMotion_button = (Fl_Button *)0;
Fl_Button * reloadMotion_button = (Fl_Button *)0;
Fl_Button * resetScene_button = (Fl_Button *)0;
//button group - motion play
Fl_Button * rewind_button = (Fl_Button *)0;
Fl_Button * pause_button = (Fl_Button *)0;
Fl_Button * play_button = (Fl_Button *)0;
Fl_Button * repeat_button = (Fl_Button *)0;
Fl_Button * plusOne_button = (Fl_Button *)0;
Fl_Button * minusOne_button = (Fl_Button *)0;
Fl_Button * screenShot_button = (Fl_Button *)0;
Fl_Light_Button * record_button = (Fl_Light_Button *)0;
Fl_Value_Slider * frame_slider = (Fl_Value_Slider *)0;
Fl_Value_Input * speedUp = (Fl_Value_Input *)0;
Fl_Light_Button * groundPlane_button = (Fl_Light_Button *)0;
Fl_Light_Button * worldAxes_button = (Fl_Light_Button *)0;
Fl_Light_Button * fog_button = (Fl_Light_Button *)0;
Fl_Button * aboutPlayer_button = (Fl_Button *)0;
Fl_Value_Input * joint_idx = (Fl_Value_Input *)0;
Player_Gl_Window * glwindow = (Player_Gl_Window *)0;
Fl_Value_Input *sub_input = (Fl_Value_Input *)0;
Fl_Value_Input * tx_input = (Fl_Value_Input *)0;
Fl_Value_Input * ty_input = (Fl_Value_Input *)0;
Fl_Value_Input * tz_input = (Fl_Value_Input *)0;
Fl_Value_Input * rx_input = (Fl_Value_Input *)0;
Fl_Value_Input * ry_input = (Fl_Value_Input *)0;
Fl_Value_Input * rz_input = (Fl_Value_Input *)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;
}