本文整理汇总了C++中CUIStatic::SetFont方法的典型用法代码示例。如果您正苦于以下问题:C++ CUIStatic::SetFont方法的具体用法?C++ CUIStatic::SetFont怎么用?C++ CUIStatic::SetFont使用的例子?那么, 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CUIStatic
的用法示例。
在下文中一共展示了CUIStatic::SetFont方法的8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: FillUpList
void CUIDebugFonts::FillUpList(){
CFontManager::FONTS_VEC& v = UI()->Font()->m_all_fonts;
CFontManager::FONTS_VEC_IT it = v.begin();
CFontManager::FONTS_VEC_IT it_e = v.end();
Fvector2 pos, sz;
pos.set (0,0);
sz.set (UI_BASE_WIDTH,UI_BASE_HEIGHT);
string256 str;
for(;it!=it_e;++it){
CGameFont* F = *(*it);
CUIStatic* pItem = xr_new<CUIStatic>();
pItem->SetWndPos (pos);
pItem->SetWndSize (sz);
sprintf_s (str, "%s:%s", *F->m_font_name, *CStringTable().translate("Test_Font_String"));
pItem->SetFont (F);
pItem->SetText (str);
pItem->SetTextComplexMode(false);
pItem->SetVTextAlignment(valCenter);
pItem->SetTextAlignment (CGameFont::alCenter);
pItem->AdjustHeightToText();
pos.y += pItem->GetHeight()+20.0f;
pItem->SetAutoDelete (true);
AttachChild (pItem);
}
}
示例2: InitHeader
void CUIStatsPlayerList::InitHeader(CUIXml& xml_doc, LPCSTR path)
{
string256 _path;
CUIXmlInit::InitStatic(xml_doc, strconcat(sizeof(_path),_path, path, ":list_header"), 0, m_header);
m_header->SetWidth(this->GetDesiredChildWidth());
m_h.h = m_header->GetHeight();
CUIXmlInit::InitFont(xml_doc, strconcat(sizeof(_path),_path, path, ":list_header:text_format"), 0, m_h.c, m_h.f);
float indent = 5;
if (!m_bSpectator || m_bStatus_mode)
{
for (u32 i = 0; i<m_field_info.size(); ++i)
{
CUIStatic* st = new CUIStatic();
st->SetAutoDelete(true);
st->SetWndPos(Fvector2().set(indent,10.0f));
st->SetWndSize(Fvector2().set(m_field_info[i].width, m_header->GetHeight()));
indent += m_field_info[i].width;
if (0 == xr_strcmp(m_field_info[i].name, "rank"))
st->SetText("");
else if (0 == xr_strcmp(m_field_info[i].name, "death_atf"))
st->SetText("");
else
{
st->SetTextST(GetST_entry(*m_field_info[i].name));
}
if (m_h.f)
st->SetFont(m_h.f);
st->SetTextColor(m_h.c);
st->SetTextComplexMode(false);
if (0 != i)
st->SetTextAlignment(CGameFont::alCenter);
m_header->AttachChild(st);
}
}
else
{
CUIStatic* st = new CUIStatic();
st->SetAutoDelete (true);
st->SetWndPos (Fvector2().set(10,0));
st->SetWndSize (Fvector2().set(this->GetDesiredChildWidth(),m_h.h));
if (m_h.f)
m_header->SetFont (m_h.f);
st->SetTextColor (m_h.c);
st->SetVTextAlignment (valCenter);
st->SetTextComplexMode (false);
st->SetTextST ("mp_spectators");
m_header->AttachChild (st);
}
}
示例3: AddLogMessage
CUIStatic* CUIGameLog::AddLogMessage(LPCSTR msg)
{
CUIStatic* pItem = NULL;
ADD_TEXT_TO_VIEW3 (msg, pItem, this);
pItem->SetTextComplexMode (true);
pItem->SetFont (GetFont());
pItem->SetTextColor (txt_color);
pItem->SetClrAnimDelay (5000.0f);
pItem->SetClrLightAnim (CHAT_LOG_ITEMS_ANIMATION, false, true, true, true);
ForceUpdate ();
return pItem;
}
示例4: AddField
CUIStatic* CUIListBoxItem::AddField(LPCSTR txt, float len, LPCSTR key)
{
fields.push_back (xr_new<CUIStatic>());
CUIStatic* st = fields.back();
AttachChild (st);
st->Init (FieldsLength(),0, GetWidth(), len);
st->SetFont (GetFont());
st->SetTextAlignment (GetTextAlignment());
st->SetVTextAlignment (m_lines.GetVTextAlignment());
st->SetTextColor (GetTextColor());
st->SetText (txt);
st->SetWindowName (key);
return st;
}
示例5: AddChatMessage
void CUIGameLog::AddChatMessage(LPCSTR msg, LPCSTR author){
string256 fullLine;
sprintf_s(fullLine, "%s %s", author, msg);
_TrimRight (fullLine);
CUIStatic* pItem = NULL;
pItem = xr_new<CUIStatic>();
pItem->SetTextComplexMode (true);
pItem->SetText(fullLine);
pItem->m_pLines->SetCutWordsMode(true);
pItem->SetFont(GetFont());
pItem->SetTextColor(txt_color);
pItem->SetClrAnimDelay(5000.0f);
pItem->SetClrLightAnim(CHAT_LOG_ITEMS_ANIMATION, false, true, true, true);
pItem->SetWidth(this->GetDesiredChildWidth());
pItem->AdjustHeightToText();
AddWindow(pItem, true);
}
示例6: RearrangeTabButtons
void RearrangeTabButtons(CUITabControl* pTab, xr_vector<Fvector2>& vec_sign_places)
{
TABS_VECTOR * btn_vec = pTab->GetButtonsVector();
TABS_VECTOR::iterator it = btn_vec->begin();
TABS_VECTOR::iterator it_e = btn_vec->end();
vec_sign_places.clear ();
vec_sign_places.resize (btn_vec->size());
Fvector2 pos;
pos.set ((*it)->GetWndPos());
Fvector2 sign_sz;
sign_sz.set (9.0f+3.0f, 11.0f);
u32 idx = 0;
float btn_text_len = 0.0f;
CUIStatic* st = NULL;
for(;it!=it_e;++it,++idx)
{
if(idx!=0)
{
st = xr_new<CUIStatic>(); st->SetAutoDelete(true);pTab->AttachChild(st);
st->SetFont((*it)->GetFont());
st->SetTextColor (color_rgba(90,90,90,255));
st->SetText("//");
st->SetWndSize ((*it)->GetWndSize());
st->AdjustWidthToText();
st->SetWndPos (pos);
pos.x += st->GetWndSize().x;
}
vec_sign_places[idx].set(pos);
vec_sign_places[idx].y += iFloor(((*it)->GetWndSize().y - sign_sz.y)/2.0f);
vec_sign_places[idx].y = (float)iFloor(vec_sign_places[idx].y);
pos.x += sign_sz.x;
(*it)->SetWndPos (pos);
(*it)->AdjustWidthToText();
btn_text_len = (*it)->GetWndSize().x;
pos.x += btn_text_len+3.0f;
}
}
示例7: CreateList
void CUIMMShniaga::CreateList(xr_vector<CUIStatic*>& lst, CUIXml& xml_doc, LPCSTR path){
CGameFont* pF;
u32 color;
float button_height = xml_doc.ReadAttribFlt("button", 0, "h");
R_ASSERT (button_height);
CUIXmlInit::InitFont (xml_doc, path, 0, color, pF);
R_ASSERT (pF);
int nodes_num = xml_doc.GetNodesNum(path, 0, "btn");
XML_NODE* tab_node = xml_doc.NavigateToNode(path,0);
xml_doc.SetLocalRoot (tab_node);
CUIStatic* st;
for (int i = 0; i < nodes_num; ++i)
{
st = new CUIStatic();
st->SetWndPos (Fvector2().set(0,0));
st->SetWndSize (Fvector2().set(m_view->GetDesiredChildWidth(), button_height));
st->SetTextComplexMode (false);
st->SetTextST (xml_doc.ReadAttrib ("btn", i, "caption"));
if (pF)
st->SetFont (pF);
float font_height = st->GetFont()->GetHeight();
UI()->ClientToScreenScaledHeight(font_height);
st->SetTextY ( (button_height-font_height)/2.0f );
st->SetTextColor (color);
st->SetTextAlignment (CGameFont::alCenter);
st->SetWindowName (xml_doc.ReadAttrib("btn", i, "name"));
st->SetMessageTarget (this);
lst.push_back(st);
}
xml_doc.SetLocalRoot(xml_doc.GetRoot());
}
示例8: InitItem
void CUIItemInfo::InitItem(CInventoryItem* pInvItem)
{
m_pInvItem = pInvItem;
if(!m_pInvItem) return;
string256 str;
if(UIName)
{
UIName->SetText (pInvItem->Name());
}
if(UIWeight)
{
sprintf_s (str, "%3.2f kg", pInvItem->Weight());
UIWeight->SetText (str);
}
if( UICost && IsGameTypeSingle() )
{
sprintf_s (str, "%d %s", pInvItem->Cost(),*CStringTable().translate("ui_st_money_regional")); // will be owerwritten in multiplayer
UICost->SetText (str);
}
if(UICondProgresBar)
{
float cond = pInvItem->GetConditionToShow();
UICondProgresBar->Show (true);
UICondProgresBar->SetProgressPos ( cond*100.0f+1.0f-EPS );
}
if(UIDesc)
{
UIDesc->Clear ();
VERIFY (0==UIDesc->GetSize());
TryAddWpnInfo (pInvItem->object().cNameSect());
TryAddArtefactInfo (pInvItem->object().cNameSect());
if(m_desc_info.bShowDescrText)
{
CUIStatic* pItem = xr_new<CUIStatic>();
pItem->SetTextColor (m_desc_info.uDescClr);
pItem->SetFont (m_desc_info.pDescFont);
pItem->SetWidth (UIDesc->GetDesiredChildWidth());
pItem->SetTextComplexMode (true);
pItem->SetText (*pInvItem->ItemDescription());
pItem->AdjustHeightToText ();
UIDesc->AddWindow (pItem, true);
}
UIDesc->ScrollToBegin ();
}
if(UIItemImage)
{
// Загружаем картинку
UIItemImage->SetShader (InventoryUtilities::GetEquipmentIconsShader());
int iGridWidth = pInvItem->GetGridWidth();
int iGridHeight = pInvItem->GetGridHeight();
int iXPos = pInvItem->GetXPos();
int iYPos = pInvItem->GetYPos();
UIItemImage->GetUIStaticItem().SetOriginalRect( float(iXPos*INV_GRID_WIDTH), float(iYPos*INV_GRID_HEIGHT),
float(iGridWidth*INV_GRID_WIDTH), float(iGridHeight*INV_GRID_HEIGHT));
UIItemImage->TextureOn ();
UIItemImage->ClipperOn ();
UIItemImage->SetStretchTexture (true);
Frect v_r = { 0.0f,
0.0f,
float(iGridWidth*INV_GRID_WIDTH),
float(iGridHeight*INV_GRID_HEIGHT)};
if(UI()->is_16_9_mode())
v_r.x2 /= 1.328f;
UIItemImage->GetUIStaticItem().SetRect (v_r);
UIItemImage->SetWidth (_min(v_r.width(), UIItemImageSize.x));
UIItemImage->SetHeight (_min(v_r.height(), UIItemImageSize.y));
}
}