本文整理汇总了C++中UpdateButtons函数的典型用法代码示例。如果您正苦于以下问题:C++ UpdateButtons函数的具体用法?C++ UpdateButtons怎么用?C++ UpdateButtons使用的例子?那么, 这里精选的函数代码示例或许可以为您提供帮助。
在下文中一共展示了UpdateButtons函数的15个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的C++代码示例。
示例1: UpdateOrientation
void AndroidCardboardController::Update() {
UpdateOrientation();
UpdateButtons();
}
示例2: UpdateButtons
void CGUIDialogKeyboardGeneric::OnShift()
{
m_bShift = !m_bShift;
UpdateButtons();
}
示例3: UpdateButtons
void
TrafficWidget::ZoomOut()
{
view->ZoomOut();
UpdateButtons();
}
示例4: UpdateButtons
void CSmartFieldsDialog::OnIdleUpdate(void)
{
UpdateButtons();
}
示例5: EventDialog
//.........这里部分代码省略.........
m_script->GetError(error);
SetInfoText(error, false);
}
}
if ( event.type == EVENT_STUDIO_RUN ) // run/stop?
{
if ( m_script->IsRunning() )
{
m_event->AddEvent(Event(EVENT_OBJECT_PROGSTOP));
}
else
{
if ( m_script->GetScript(edit) ) // compile
{
SetInfoText("", false);
m_event->AddEvent(Event(EVENT_OBJECT_PROGSTART));
}
else
{
std::string error;
m_script->GetError(error);
SetInfoText(error, false);
}
}
}
if ( event.type == EVENT_STUDIO_REALTIME ) // real time?
{
m_bRealTime = !m_bRealTime;
m_script->SetStepMode(!m_bRealTime);
UpdateFlux();
UpdateButtons();
}
if ( event.type == EVENT_STUDIO_STEP ) // step?
{
m_script->Step();
}
if ( event.type == EVENT_WINDOW3 ) // window is moved?
{
m_editActualPos = m_editFinalPos = pw->GetPos();
m_editActualDim = m_editFinalDim = pw->GetDim();
m_settings->SetWindowPos(m_editActualPos);
m_settings->SetWindowDim(m_editActualDim);
AdjustEditScript();
}
if ( event.type == pw->GetEventTypeReduce() )
{
if ( m_bEditMinimized )
{
m_editFinalPos = m_settings->GetWindowPos();
m_editFinalDim = m_settings->GetWindowDim();
m_bEditMinimized = false;
m_bEditMaximized = false;
}
else
{
m_editFinalPos.x = 0.00f;
m_editFinalPos.y = -0.44f;
m_editFinalDim.x = 1.00f;
m_editFinalDim.y = 0.50f;
m_bEditMinimized = true;
m_bEditMaximized = false;
示例6: wxPanel
//.........这里部分代码省略.........
m_pButtonJumpTo->Connect( wxEVT_COMMAND_BUTTON_CLICKED,
wxCommandEventHandler( AISTargetListDialog::OnTargetScrollTo ), NULL, this );
boxSizer02->Add( m_pButtonJumpTo, 0, wxALL, 0 );
m_pButtonCreateWpt = new wxButton( this, wxID_ANY, _("Create WPT"), wxDefaultPosition,
wxDefaultSize, wxBU_AUTODRAW );
m_pButtonCreateWpt->Connect( wxEVT_COMMAND_BUTTON_CLICKED,
wxCommandEventHandler( AISTargetListDialog::OnTargetCreateWpt ), NULL, this );
boxSizer02->Add( m_pButtonCreateWpt, 0, wxALL, 0 );
boxSizer02->AddSpacer( 10 );
m_pStaticTextRange = new wxStaticText( this, wxID_ANY, _("Limit range: NM"), wxDefaultPosition,
wxDefaultSize, 0 );
boxSizer02->Add( m_pStaticTextRange, 0, wxALL, 0 );
boxSizer02->AddSpacer( 2 );
m_pSpinCtrlRange = new wxSpinCtrl( this, wxID_ANY, wxEmptyString, wxDefaultPosition,
wxSize( 50, -1 ), wxSP_ARROW_KEYS, 1, 20000, g_AisTargetList_range );
m_pSpinCtrlRange->Connect( wxEVT_COMMAND_SPINCTRL_UPDATED,
wxCommandEventHandler( AISTargetListDialog::OnLimitRange ), NULL, this );
m_pSpinCtrlRange->Connect( wxEVT_COMMAND_TEXT_UPDATED,
wxCommandEventHandler( AISTargetListDialog::OnLimitRange ), NULL, this );
boxSizer02->Add( m_pSpinCtrlRange, 0, wxEXPAND | wxALL, 0 );
topSizer->Add( boxSizer02, 0, wxEXPAND | wxALL, 2 );
boxSizer02->AddSpacer( 10 );
m_pStaticTextCount = new wxStaticText( this, wxID_ANY, _("Target Count"), wxDefaultPosition,
wxDefaultSize, 0 );
boxSizer02->Add( m_pStaticTextCount, 0, wxALL, 0 );
boxSizer02->AddSpacer( 2 );
m_pTextTargetCount = new wxTextCtrl( this, wxID_ANY, _T(""), wxDefaultPosition, wxDefaultSize,
wxTE_READONLY );
boxSizer02->Add( m_pTextTargetCount, 0, wxALL, 0 );
topSizer->Layout();
// This is silly, but seems to be required for __WXMSW__ build
// If not done, the SECOND invocation of AISTargetList fails to expand the list to the full wxSizer size....
SetSize( GetSize().x, GetSize().y - 1 );
SetColorScheme();
UpdateButtons();
if( m_pAuiManager ) {
wxAuiPaneInfo pane =
wxAuiPaneInfo().Name( _T("AISTargetList") ).CaptionVisible( true ).
DestroyOnClose( true ).Float().FloatingPosition( 50, 200 ).TopDockable( false ).
BottomDockable( true ).LeftDockable( false ).RightDockable( false ).Show( true );
m_pAuiManager->LoadPaneInfo( g_AisTargetList_perspective, pane );
bool b_reset_pos = false;
#ifdef __WXMSW__
// Support MultiMonitor setups which an allow negative window positions.
// If the requested window title bar does not intersect any installed monitor,
// then default to simple primary monitor positioning.
RECT frame_title_rect;
frame_title_rect.left = pane.floating_pos.x;
frame_title_rect.top = pane.floating_pos.y;
frame_title_rect.right = pane.floating_pos.x + pane.floating_size.x;
frame_title_rect.bottom = pane.floating_pos.y + 30;
if( NULL == MonitorFromRect( &frame_title_rect, MONITOR_DEFAULTTONULL ) ) b_reset_pos =
true;
#else
// Make sure drag bar (title bar) of window intersects wxClient Area of screen, with a little slop...
wxRect window_title_rect;// conservative estimate
window_title_rect.x = pane.floating_pos.x;
window_title_rect.y = pane.floating_pos.y;
window_title_rect.width = pane.floating_size.x;
window_title_rect.height = 30;
wxRect ClientRect = wxGetClientDisplayRect();
ClientRect.Deflate(60, 60);// Prevent the new window from being too close to the edge
if(!ClientRect.Intersects(window_title_rect))
b_reset_pos = true;
#endif
if( b_reset_pos ) pane.FloatingPosition( 50, 200 );
// If the list got accidentally dropped on top of the chart bar, move it away....
if( pane.IsDocked() && ( pane.dock_row == 0 ) ) {
pane.Float();
pane.Row( 1 );
pane.Position( 0 );
g_AisTargetList_perspective = m_pAuiManager->SavePaneInfo( pane );
pConfig->UpdateSettings();
}
pane.Caption( wxGetTranslation( _("AIS target list") ) );
m_pAuiManager->AddPane( this, pane );
m_pAuiManager->Update();
m_pAuiManager->Connect( wxEVT_AUI_PANE_CLOSE,
wxAuiManagerEventHandler( AISTargetListDialog::OnPaneClose ), NULL, this );
}
}
示例7: switch
uint32 CScreenHostLevels::OnCommand(uint32 dwCommand, uint32 dwParam1, uint32 dwParam2)
{
switch(dwCommand)
{
case CMD_ADD_LEVEL:
{
if (m_pAvailMissions->GetSelectedIndex() >= 0 && (m_pSelMissions->GetNumControls() < MAX_GAME_LEVELS))
{
CLTGUITextCtrl *pCtrl = (CLTGUITextCtrl *)m_pAvailMissions->GetSelectedControl();
if (pCtrl)
{
AddMissionToList(pCtrl->GetParam1(),true,false);
m_pSelMissions->ClearSelection();
}
}
UpdateButtons();
} break;
case CMD_ADD_ALL:
{
if (m_pAvailMissions->GetNumControls())
{
for (uint32 i = 0; i < m_pAvailMissions->GetNumControls() && (m_pSelMissions->GetNumControls() < MAX_GAME_LEVELS); i++)
{
CLTGUITextCtrl *pCtrl = (CLTGUITextCtrl *)m_pAvailMissions->GetControl(i);
if (pCtrl)
{
AddMissionToList(pCtrl->GetParam1(),false,false);
}
}
}
m_pSelMissions->ClearSelection();
UpdateButtons();
} break;
case CMD_REMOVE_LEVEL:
{
int nIndex = m_pSelMissions->GetSelectedIndex();
if (nIndex >= 0)
{
m_pSelMissions->ClearSelection();
m_pSelMissions->RemoveControl(nIndex);
int numLeft = m_pSelMissions->GetNumControls();
if (numLeft > 0)
{
if (nIndex >= numLeft)
nIndex = numLeft-1;
m_pSelMissions->SetSelection(nIndex);
}
}
UpdateButtons();
} break;
case CMD_REMOVE_ALL:
{
if (m_pSelMissions->GetNumControls() > 0)
{
m_pSelMissions->ClearSelection();
m_pSelMissions->RemoveAll();
}
UpdateButtons();
} break;
default:
return CBaseScreen::OnCommand(dwCommand,dwParam1,dwParam2);
}
return 1;
};
示例8: UpdateButtons
/**
* Update the button enabliness if the selected location changes
* to prevent the up being on for the topmost and the down being on for the bottommost
* @param event
*/
void EditLocationsDialog::OnSelectionChanges(wxCommandEvent &) {
UpdateButtons();
}
示例9: ResetGameState
/*
=============================
idGameBearShootWindow::UpdateGame
=============================
*/
void idGameBearShootWindow::UpdateGame()
{
int i;
if (onNewGame) {
ResetGameState();
goal->position.x = 550;
goal->position.y = 164;
goal->velocity.Zero();
helicopter->position.x = 550;
helicopter->position.y = 100;
helicopter->velocity.Zero();
bear->SetVisible(false);
bearTurretAngle.SetFloat(0.f);
bearTurretForce.SetFloat(200.f);
gamerunning = true;
}
if (onContinue) {
gameOver = false;
timeRemaining = 60.f;
onContinue = false;
}
if (gamerunning == true) {
int current_time = gui->GetTime();
idRandom rnd(current_time);
// Check for button presses
UpdateButtons();
if (bear) {
UpdateBear();
}
if (helicopter && goal) {
UpdateHelicopter();
}
// Update Wind
if (windUpdateTime < current_time) {
float scale;
int width;
windForce = rnd.CRandomFloat() * (MAX_WINDFORCE * 0.75f);
if (windForce > 0) {
windForce += (MAX_WINDFORCE * 0.25f);
wind->rotation = 0;
} else {
windForce -= (MAX_WINDFORCE * 0.25f);
wind->rotation = 180;
}
scale = 1.f - ((MAX_WINDFORCE - idMath::Fabs(windForce)) / MAX_WINDFORCE);
width = 100*scale;
if (windForce < 0) {
wind->position.x = 500 - width + 1;
} else {
wind->position.x = 500;
}
wind->SetSize(width, 40);
windUpdateTime = current_time + 7000 + rnd.RandomInt(5000);
}
// Update turret rotation angle
if (turret) {
turretAngle = bearTurretAngle.GetFloat();
turret->rotation = turretAngle;
}
for (i = 0; i < entities.Num(); i++) {
entities[i]->Update(timeSlice);
}
// Update countdown timer
timeRemaining -= timeSlice;
timeRemaining = idMath::ClampFloat(0.f, 99999.f, timeRemaining);
gui->SetStateString("time_remaining", va("%2.1f", timeRemaining));
if (timeRemaining <= 0.f && !gameOver) {
gameOver = true;
updateScore = true;
}
if (updateScore) {
UpdateScore();
updateScore = false;
//.........这里部分代码省略.........
示例10: GetSelected
void EditLocationsDialog::OnRemove(wxCommandEvent &) {
settings.locations.erase(settings.locations.begin() + GetSelected());
RefillList(GetSelected());
UpdateButtons();
}
示例11: UpdateButtons
void ScrollBar::SetOrientation(Orientation orientation)
{
Slider::SetOrientation(orientation);
UpdateButtons();
}
示例12: int
void MultiFuncSelectorWidget::OnClickButton(multifuncfunc_t f)
{
m_active = int(f);
UpdateButtons();
onSelect.emit(f);
}
示例13: UpdateButtons
void CFindDlg::OnEnChangeFind()
{
UpdateButtons();
}
示例14: UpdateButtons
void CFormatTabDlg::OnEditChange()
{
UpdateButtons();
}
示例15: wxPanel
AISTargetListDialog::AISTargetListDialog( wxWindow *parent, wxAuiManager *auimgr,
AIS_Decoder *pdecoder ) :
wxPanel( parent, wxID_ANY, wxDefaultPosition, wxSize( -1, -1/*780, 250*/ ), wxBORDER_NONE )
{
m_pparent = parent;
m_pAuiManager = auimgr;
m_pdecoder = pdecoder;
g_bsort_once = false;
m_bautosort_force = false;
wxFont *qFont = GetOCPNScaledFont(_("Dialog"));
SetFont( *qFont );
s_p_sort_decoder = pdecoder;
m_pMMSI_array = new ArrayOfMMSI( ArrayItemCompareMMSI );
CreateControls();
SetColorScheme();
UpdateButtons();
if( m_pAuiManager ) {
wxAuiPaneInfo pane =
wxAuiPaneInfo().Name( _T("AISTargetList") ).CaptionVisible( true ).Float().FloatingPosition( 50, 50 )
.FloatingSize(400, 200).BestSize(700, GetCharHeight() * 10);
m_pAuiManager->LoadPaneInfo( g_AisTargetList_perspective, pane );
// Force and/or override any perspective information that is not applicable
pane.Name( _T("AISTargetList") );
pane.DestroyOnClose( true );
pane.TopDockable( false ).BottomDockable( true ).LeftDockable( false ).RightDockable( false );
pane.Show( true );
bool b_reset_pos = false;
if( (pane.floating_size.x != -1) && (pane.floating_size.y != -1)){
#ifdef __WXMSW__
// Support MultiMonitor setups which an allow negative window positions.
// If the requested window title bar does not intersect any installed monitor,
// then default to simple primary monitor positioning.
RECT frame_title_rect;
frame_title_rect.left = pane.floating_pos.x;
frame_title_rect.top = pane.floating_pos.y;
frame_title_rect.right = pane.floating_pos.x + pane.floating_size.x;
frame_title_rect.bottom = pane.floating_pos.y + 30;
if( NULL == MonitorFromRect( &frame_title_rect, MONITOR_DEFAULTTONULL ) )
b_reset_pos = true;
#else
// Make sure drag bar (title bar) of window intersects wxClient Area of screen, with a little slop...
wxRect window_title_rect;// conservative estimate
window_title_rect.x = pane.floating_pos.x;
window_title_rect.y = pane.floating_pos.y;
window_title_rect.width = pane.floating_size.x;
window_title_rect.height = 30;
wxRect ClientRect = wxGetClientDisplayRect();
ClientRect.Deflate(60, 60);// Prevent the new window from being too close to the edge
if(!ClientRect.Intersects(window_title_rect))
b_reset_pos = true;
#endif
if( b_reset_pos )
pane.FloatingPosition( 50, 50 );
}
// If the list got accidentally dropped on top of the chart bar, move it away....
if( pane.IsDocked() && ( pane.dock_row == 0 ) ) {
pane.Float();
pane.Row( 1 );
pane.Position( 0 );
}
pane.Caption( wxGetTranslation( _("AIS target list") ) );
pane.Show();
// Some special setup for touch screens
if(g_btouch){
pane.Float();
pane.Dockable( false );
wxSize screen_size = ::wxGetDisplaySize();
pane.FloatingSize(screen_size.x * 6/10, screen_size.y * 8/10);
pane.FloatingPosition(screen_size.x * 2/10, screen_size.y * 1/10);
}
m_pAuiManager->AddPane( this, pane );
m_pAuiManager->Update();
g_AisTargetList_perspective = m_pAuiManager->SavePaneInfo( pane );
pConfig->UpdateSettings();
m_pAuiManager->Connect( wxEVT_AUI_PANE_CLOSE,
wxAuiManagerEventHandler( AISTargetListDialog::OnPaneClose ), NULL, this );
}
else {
// Make an estimate of the default dialog size
// for the case when the AUI Perspective for this dialog is undefined
//.........这里部分代码省略.........