Camera draw size adjustable by percent of window
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@ -1,12 +1,22 @@
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<Widget>
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<Kind>2</Kind>
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<Name>Toggle Video Visibility</Name>
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<Value>0</Value>
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<Value>1</Value>
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</Widget>
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<Widget>
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<Kind>2</Kind>
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<Name>Toggle Image Visibility</Name>
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<Value>1</Value>
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<Value>0</Value>
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</Widget>
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<Widget>
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<Kind>4</Kind>
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<Name>Video/Image Width Percent</Name>
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<Value>0.875000000</Value>
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</Widget>
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<Widget>
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<Kind>4</Kind>
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<Name>Video/Image Height Percent</Name>
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<Value>1.000000000</Value>
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</Widget>
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<Widget>
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<Kind>4</Kind>
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@ -146,6 +146,10 @@ void GUI::addBackgroundGUI()
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gui->addToggle("Toggle Video Visibility", &app->scene.isVideoVisible, toggleDim, toggleDim);
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gui->addToggle("Toggle Image Visibility", &app->scene.isImageVisible, toggleDim, toggleDim);
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gui->addSlider("Video/Image Width Percent", 0, 2, &app->scene.videoWidthPercentage, length, dim);
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gui->addSlider("Video/Image Height Percent", 0, 2, &app->scene.videoHeightPercentage, length, dim);
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gui->addLabel("VIDEO IMAGE SETTINGS");
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gui->addSlider("Brightness", 0, 2, &app->scene.brightness, length, dim);
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@ -2,7 +2,6 @@
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// TODO
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// ====
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// - Make HUD BG hole size a percentage rather than pixels
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// - Add option to resize video draw size (rather than making it fullscreen) and init size
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// - Make system to slow down data - The screen should show 15-20 minutes worth of data
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// - Make 3rd graph - separate fade
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@ -56,10 +56,16 @@ void Scene::drawVideo()
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rgbShader.setUniform1f("blue", blue);
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rgbShader.setUniform1f("alpha", alpha);
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float vidW = ofGetWidth() * videoWidthPercentage;
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float vidH = ofGetHeight() * videoHeightPercentage;
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ofPushMatrix();
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ofTranslate((ofGetWidth() - vidW) * 0.5, (ofGetHeight() - vidH) * 0.5);
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if (isVideoVisible)
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vidGrabber.draw(0, 0, ofGetWidth(), ofGetHeight());
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vidGrabber.draw(0, 0, vidW, vidH);
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if (isImageVisible)
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bgImg.draw(0, 0, ofGetWidth(), ofGetHeight());
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bgImg.draw(0, 0, vidW, vidH);
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ofPopMatrix();
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rgbShader.end();
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}
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@ -49,6 +49,8 @@ public:
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float green;
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float blue;
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float alpha;
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float videoWidthPercentage;
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float videoHeightPercentage;
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bool isVideoVisible;
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bool isImageVisible;
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