本文整理汇总了C++中CLayout::retain方法的典型用法代码示例。如果您正苦于以下问题:C++ CLayout::retain方法的具体用法?C++ CLayout::retain怎么用?C++ CLayout::retain使用的例子?那么恭喜您, 这里精选的方法代码示例或许可以为您提供帮助。您也可以进一步了解该方法所在类CLayout
的用法示例。
在下文中一共展示了CLayout::retain方法的2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: onEnter
void CVipCard::onEnter()
{
BaseLayer::onEnter();
//确定
CButton* pConfirm = (CButton*)m_ui->findWidgetById("confirm");
pConfirm->setOnClickListener(this, ccw_click_selector(CVipCard::onConfirm));
CButton* cancel = (CButton*)m_ui->findWidgetById("cancel");
cancel->setOnClickListener(this, ccw_click_selector(CVipCard::onCancel));
CButton* pClose = CButton::create("common/back.png", "common/back.png");
pClose->getSelectedImage()->setScale(1.1f);
pClose->setPosition(VLEFT+50, VTOP-50);
pClose->setOnClickListener(this,ccw_click_selector(CVipCard::onClose));
this->addChild(pClose, 999);
CImageViewScale9* pRect1 = (CImageViewScale9*)m_ui->findWidgetById("rect1");
m_cardText = CursorTextField::textFieldWithPlaceHolder("", FONT_NAME, 29, CCSize(690, 110), ccBLACK);
m_cardText->setPriority(this->getTouchPriority());
m_cardText->setLimitNum(17);
m_cardText->setAnchorPoint(ccp(0, 0.5f));
m_cardText->setPosition( ccp(pRect1->getPositionX()-440, pRect1->getPositionY()));
m_ui->addChild(m_cardText, 999);
//展示区图片
CLayout *pShowInfo = CLayout::create();
CScrollView *pScroll = (CScrollView*)m_ui->findWidgetById("scroll_info");
pScroll->setDirection(eScrollViewDirectionVertical);
pScroll->setBounceable(false);
pScroll->getContainer()->addChild(pShowInfo);
CCSize size = CCSize(957, 471);
pShowInfo->setContentSize(size);
pScroll->setContainerSize(size);
pShowInfo->setPosition(ccp(pScroll->getContainerSize().width*0.5f, pScroll->getContainerSize().height*0.5f));
pScroll->setContentOffsetToTop();
//嫁接内容
CLayout* pLayout = (CLayout*)findWidgetById("layer_info");
pLayout->retain();
pLayout->removeFromParent();
pShowInfo->addChild(pLayout);
pLayout->release();
pLayout->setPosition(ccp(size.width/2, size.height/2+10));
}
示例2: initLogin
void LoginLayerUC::initLogin()
{
CCLOG("LoginLayerUC::initLogin");
if(m_ui!=nullptr)
{
return;
}
//播放背景音乐
PlayBackgroundMusic(BGM_Login,true);
m_ui = LoadComponent("EnterGameUC.xaml");
m_ui->setTag(1);
m_ui->setPosition(VCENTER);
m_LayoutRoot->addChild(m_ui, 2);
//自己的登陆框隐藏
m_pLoginLay = (CLayout *)m_ui->getChildByTag(10);
m_pLoginLay->setVisible(false);
//选择好的服务器列表
m_pCurrentServerUI = (CLayout *)m_ui->findWidgetById("current_server");
m_pCurrentServerUI->setVisible(true);
//默认服务器
updateSelectServer();
//服务器选区
CLayout* pLayout = (CLayout*)m_ui->findWidgetById("serverCell");
pLayout->retain();
m_ui->removeChild(pLayout);
m_pCell = pLayout;
//获取空的滑动列表Scroll
m_pTableView = (CTableView*)m_ui->findWidgetById("serverScroll");
m_pTableView->setDirection(eScrollViewDirectionVertical);
m_pTableView->setSizeOfCell(m_pCell->getContentSize());
m_pTableView->setCountOfCell(m_serverInfo.server_list().size());
m_pTableView->setBounceable(true);
m_pTableView->setDataSourceAdapter(this, ccw_datasource_adapter_selector(LoginLayerUC::tableviewDataSource));
m_pTableView->reloadData();
//按钮打开服务器列表
CImageView* pBtnServer = (CImageView*)m_ui->findWidgetById("serverBtn");
//快速登录按钮
CButton * pQuickLogin = (CButton *)m_ui->getChildByTag(1);
pQuickLogin->setOnClickListener(this,ccw_click_selector(LoginLayerUC::onQuickLogin));
CCActionInterval *scaleSmall = CCScaleTo::create(0.9f,0.98f);
CCFadeTo *out = CCFadeTo::create(0.9f,60);
CCSpawn *spawn = CCSpawn::createWithTwoActions(scaleSmall,out);
CCActionInterval *scaleBig = CCScaleTo::create(1.2f,1.0f);
CCFadeTo *in = CCFadeTo::create(1.2f,255);
CCSpawn *spawn1 = CCSpawn::createWithTwoActions(scaleBig,in);
CCSequence *seque = CCSequence::createWithTwoActions(spawn,spawn1);
CCRepeatForever *action = CCRepeatForever::create(seque);
pQuickLogin->runAction(action);
pQuickLogin->setVisible(true);
//清除用户信息
DataCenter::sharedData()->getUser()->clear();
//版本做相对位置处理
CLabel* pLabel = (CLabel *)m_ui->findWidgetById("version");
pLabel->setAnchorPoint(ccp(1.0f, 0.0f));
pLabel->setPosition(ccp(VRIGHT-20, VBOTTOM+20));
CC_SAFE_RETAIN(pLabel);
pLabel->removeFromParentAndCleanup(true);
this->addChild(pLabel);
CC_SAFE_RELEASE(pLabel);
pLabel->setString(CCString::createWithFormat("Version:%s", m_serverInfo.game_version().c_str())->getCString());
//隐藏服务器列表
showServerList();
hideServerList();
//TODO
//初始化UC_SDK?-放在最前面
//还是点击登录再初始化?
//点击登录再初始化吧
//初始化完直接请求登录
//先连接连接服务器
const Server& gameServer = m_serverInfo.server_list().Get(m_iSelectServerIndex);
//检查服务器是否可用
if(!checkServerStatus(gameServer))
{
return;
}
LinkedGameServer(gameServer);
}