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C++ Label类代码示例

本文整理汇总了C++中Label的典型用法代码示例。如果您正苦于以下问题:C++ Label类的具体用法?C++ Label怎么用?C++ Label使用的例子?那么, 这里精选的类代码示例或许可以为您提供帮助。


在下文中一共展示了Label类的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: setLabTitleContent

void DialogNode::setLabTitleContent(std::string text)
{
	Label *labContent = (Label*)this->getChildByTag((int)ChildTag::LAB_CONTENT);
	labContent->setString(text);
}
开发者ID:TinySlik,项目名称:OzgGameEatFish,代码行数:5,代码来源:DialogNode.cpp

示例2: set_title

ProjectSettings::ProjectSettings(EditorData *p_data) {


	singleton=this;
	set_title("Project Settings (engine.cfg)");
	undo_redo=&p_data->get_undo_redo();
	data=p_data;


	TabContainer *tab_container = memnew( TabContainer );
	add_child(tab_container);
	set_child_rect(tab_container);

	//tab_container->set_anchor_and_margin(MARGIN_LEFT,ANCHOR_BEGIN, 15 );
	//tab_container->set_anchor_and_margin(MARGIN_RIGHT,ANCHOR_END, 15 );
	//tab_container->set_anchor_and_margin(MARGIN_TOP,ANCHOR_BEGIN, 15 );
	//tab_container->set_anchor_and_margin(MARGIN_BOTTOM,ANCHOR_END, 35 );

	Control *props_base = memnew( Control );
	tab_container->add_child(props_base);
	props_base->set_name("General");
	globals_editor = memnew( PropertyEditor );
	props_base->add_child(globals_editor);
	globals_editor->set_area_as_parent_rect();
	globals_editor->hide_top_label();
	globals_editor->set_anchor_and_margin(MARGIN_TOP,ANCHOR_BEGIN, 55 );
	globals_editor->set_anchor_and_margin(MARGIN_BOTTOM,ANCHOR_END, 35 );
	globals_editor->set_anchor_and_margin(MARGIN_LEFT,ANCHOR_BEGIN, 5 );
	globals_editor->set_anchor_and_margin(MARGIN_RIGHT,ANCHOR_END, 5 );
	globals_editor->set_capitalize_paths(false);
	globals_editor->get_tree()->connect("cell_selected",this,"_item_selected");
	globals_editor->connect("property_toggled",this,"_item_checked");
	globals_editor->connect("property_edited",this,"_settings_prop_edited");


	Label *l = memnew( Label );
	props_base->add_child(l);
	l->set_pos(Point2(6,5));
	l->set_text("Category:");


	l = memnew( Label );
	l->set_anchor(MARGIN_LEFT,ANCHOR_RATIO);
	props_base->add_child(l);
	l->set_begin(Point2(0.21,5));
	l->set_text("Property:");

	l = memnew( Label );
	l->set_anchor(MARGIN_LEFT,ANCHOR_RATIO);
	props_base->add_child(l);
	l->set_begin(Point2(0.51,5));
	l->set_text("Type:");

	category = memnew( LineEdit );
	props_base->add_child(category);
	category->set_anchor(MARGIN_RIGHT,ANCHOR_RATIO);
	category->set_begin( Point2(5,25) );
	category->set_end( Point2(0.20,26) );
	category->connect("text_entered",this,"_item_adds");

	property = memnew( LineEdit );
	props_base->add_child(property);
	property->set_anchor(MARGIN_LEFT,ANCHOR_RATIO);
	property->set_anchor(MARGIN_RIGHT,ANCHOR_RATIO);
	property->set_begin( Point2(0.21,25) );
	property->set_end( Point2(0.50,26) );
	property->connect("text_entered",this,"_item_adds");


	type = memnew( OptionButton );
	props_base->add_child(type);
	type->set_anchor(MARGIN_LEFT,ANCHOR_RATIO);
	type->set_anchor(MARGIN_RIGHT,ANCHOR_RATIO);
	type->set_begin( Point2(0.51,25) );
	type->set_end( Point2(0.70,26) );
	type->add_item("bool");
	type->add_item("int");
	type->add_item("float");
	type->add_item("string");

	Button *add = memnew( Button );
	props_base->add_child(add);
	add->set_anchor(MARGIN_LEFT,ANCHOR_RATIO);
	add->set_anchor(MARGIN_RIGHT,ANCHOR_RATIO);
	add->set_begin( Point2(0.71,25) );
	add->set_end( Point2(0.85,26) );
	add->set_text("Add");
	add->connect("pressed",this,"_item_add");

	Button *del = memnew( Button );
	props_base->add_child(del);
	del->set_anchor(MARGIN_LEFT,ANCHOR_RATIO);
	del->set_anchor(MARGIN_RIGHT,ANCHOR_END);
	del->set_begin( Point2(0.86,25) );
	del->set_end( Point2(5,26) );
	del->set_text("Del");
	del->connect("pressed",this,"_item_del");

	Button *save = memnew( Button );
	props_base->add_child(save);
//.........这里部分代码省略.........
开发者ID:0871087123,项目名称:godot,代码行数:101,代码来源:project_settings.cpp

示例3: main


//.........这里部分代码省略.........
		w.attach(ntValue, Update::Value, &b);
		w.setValue(0.01f, 0);
		w.setValue(0.02f, 1);
		assert(b);
		assert(w.getValue(0) == 0.01f);
		assert(w.getValue(1) == 0.02f);
		assert(w.center() == 0.015f);
		assert(w.range() == 0.01f);
		
		w.endpoints(0,1);
		assert(w.getValue(0) == 0);
		assert(w.getValue(1) == 1);
		
		w.centerRange(0.5, 0.25);
		assert(w.getValue(0) == (0.5-0.25/2));
		assert(w.getValue(1) == (0.5+0.25/2));

		float v1,v2;
		w.attachVariable(v1, 0);
		w.attachVariable(v2, 1);

		w.setValue(0.2, 0);
		w.setValue(0.3, 1);
		assert(w.data().toToken() == "{0.2, 0.3}");
		
		v1 = v2 = 0;
		w.setDataFromString("{0.7, 0.8}");
		assert(w.getValue(0)==0.7 && w.getValue(1)==0.8);
		assert(v1==(float)w.getValue(0) && v2==(float)w.getValue(1));
	}

	{
		bool b=false;
		Label w;

		w.attach(ntValue, Update::Value, &b);
		w.setValue("test");
		assert(b);
		assert(w.getValue() == "test");
		
		assert(w.data().toToken() == "\"test\"");
		
		w.setValue("");
		w.setDataFromString("\"test\"");	assert(w.getValue() == "test");
	}

	{

//		{
//			double val = 1e14;
//			double inc = 1;
//			printf("%f\n", val + inc*1);
//			printf("%f\n", val + inc*2);
//			printf("%f\n", val + inc*3);
//			printf("%f\n", val + inc*4);
//		}

		bool b=false;
		NumberDialer w(1,2,1,0);
		w.attach(ntValue, Update::Value, &b);
		w.setValue(0.75);
		assert(b);
		assert(w.getValue() == 0.75);

// Setting to current value should NOT send notification to avoid infinite loops
		b=false;
开发者ID:UIKit0,项目名称:GLV,代码行数:67,代码来源:test_units.cpp

示例4: LOGI

void SamplesGame::initialize()
{
	LOGI(">SamplesGame::initialize ()");
	LOGI(">SamplesGame::initialize FileSystem::getAssetPath() = '%s'", FileSystem::getAssetPath());
	LOGI(">SamplesGame::initialize FileSystem::getResourcePath() = '%s'", FileSystem::getResourcePath());

	Bundle* bundle = Bundle::create("res/ui/arial.gpb");
	LOGI(">SamplesGame::initialize bundle=%p", bundle);

	_font = bundle->loadFont(bundle->getObjectId(0));
	LOGI(">SamplesGame::initialize _font=%p", _font);

    _font = Font::create("res/ui/arial.gpb");
    LOGI(">SamplesGame::initialize _font=%p", _font);

    for (size_t i = 0; i < _categories->size(); ++i)
    {
        std::sort((*_samples)[i].begin(), (*_samples)[i].end());
    }

    // Load camera script
    getScriptController()->loadScript("res/common/camera.lua");

    // Create the selection form
    _sampleSelectForm = Form::create("sampleSelect", NULL, Layout::LAYOUT_VERTICAL);
    _sampleSelectForm->setWidth(220);
    _sampleSelectForm->setHeight(1, true);
    _sampleSelectForm->setScroll(Container::SCROLL_VERTICAL);
    const size_t size = _samples->size();
    LOGI(">SamplesGame::initialize _samples->size()=%d", size);

    for (size_t i = 0; i < size; ++i)
    {
		Label* categoryLabel = Label::create((*_categories)[i].c_str());
        categoryLabel->setFontSize(22);
        categoryLabel->setText((*_categories)[i].c_str());
        _sampleSelectForm->addControl(categoryLabel);
        categoryLabel->release();

        SampleRecordList list = (*_samples)[i];
        const size_t listSize = list.size();
        for (size_t j = 0; j < listSize; ++j)
        {
            SampleRecord sampleRecord = list[j];
			Button* sampleButton = Button::create(sampleRecord.title.c_str());
            sampleButton->setText(sampleRecord.title.c_str());
            sampleButton->setWidth(1, true);
            sampleButton->setHeight(50);
            sampleButton->addListener(this, Control::Listener::CLICK);
            _sampleSelectForm->addControl(sampleButton);
            sampleButton->release();
        }
    }
    _sampleSelectForm->setFocus();

    // Disable virtual gamepads.
    unsigned int gamepadCount = getGamepadCount();

    for (unsigned int i = 0; i < gamepadCount; i++)
    {
        Gamepad* gamepad = getGamepad(i, false);
        if (gamepad->isVirtual())
        {
            gamepad->getForm()->setEnabled(false);
        }
    }

    /*
    for (size_t i = 0; i < size; ++i)
    {
        SampleRecordList list = (*_samples)[i];
        const size_t listSize = list.size();
        for (size_t j = 0; j < listSize; ++j)
        {
            SampleRecord sampleRecord = list[j];
            // TODO if (sampleRecord.title.compare(control->getId()) == 0)
            {
                _sampleSelectForm->setEnabled(false);
                runSample(sampleRecord.funcPtr);
                LOGI("<SamplesGame::initialize _activeSample=%lx", (long )_activeSample);
                return;
            }
        }
    }
    */
    LOGI("<SamplesGame::initialize _activeSample=%lx", (long )_activeSample);
}
开发者ID:ARVOS-APP,项目名称:ArViewerGameplay,代码行数:87,代码来源:SamplesGame.cpp

示例5: lprintfln

/**
 * If there is no list populates the List View Widget with the project data
 * from mProjects vector. Else destroys and deallocates previous list items
 * and creates new ones.
 */
void WorkspaceLayout::updateProjectList(MAUtil::Vector <reloadProject> * projects)
{
	// Remove The ListView and add An Activity Indicator
	lprintfln("Updating Project List");
	mListView->setVisible(false);

	/**
	 * FIXME Removing listView and adding Activity indicator causes
	 * the list view not getting events until some point,
	 * when removing activity indicator to add the list again.
	 */
	//this->removeChild(mListView);
	//this->addChild(mActivityIndicatorContainer);

	// If there was a project Selected before update remove the
	// control buttons
	if(mSelectedProject != -1)
	{
		Widget *h = mListView->getChild(mSelectedProject)->getChild(0);
		h->removeChild(h->getChild(1));
		h->removeChild(h->getChild(1));
	}

	// ReInitialize selected project
	mSelectedProject = -1;
	mSelectedProjectName = "";

	// Delete all the widgets from the ListView
	int prProjects = mListView->countChildWidgets();
	if(prProjects != 0)
	{
		for(int i = 0; i < prProjects; i++)
		{
			Widget *listItemWidget = mListView->getChild(0); // list Item Widget

			Widget *hLayout = listItemWidget->getChild(0); // horizontal layout widget
			for( int j = 0; j < hLayout->countChildWidgets(); j++)
			{
				Widget * w = hLayout->getChild(0);
				hLayout->removeChild(w);
				delete w;
			}

			listItemWidget->removeChild(hLayout);

			delete hLayout;

			mListView->removeChild(listItemWidget);
			delete listItemWidget;
		}
	}

	// Re-populate the ListView with projects
	for (MAUtil::Vector <reloadProject>::iterator i = projects->begin(); i != projects->end(); i++)
	{
		// New List Itemprojects
		ListViewItem* item = new ListViewItem();
		item->setHeight(mWidgetHeight);
		item->fillSpaceHorizontally();

		// New Horizontal Layout
		HorizontalLayout *itemHorizontalLayout = new HorizontalLayout();
		itemHorizontalLayout->fillSpaceHorizontally();
		itemHorizontalLayout->setHeight(mWidgetHeight);

		// New Label
		Label* projectNameLabel = new Label();
		projectNameLabel->setTextHorizontalAlignment(MAW_ALIGNMENT_LEFT);
		projectNameLabel->setTextVerticalAlignment(MAW_ALIGNMENT_CENTER);
		projectNameLabel->setText(i->name);
		projectNameLabel->fillSpaceHorizontally();
		projectNameLabel->fillSpaceVertically();

		if (mOS.find("iPhone") >= 0)
		{
			itemHorizontalLayout->setWidth(item->getWidth());
			projectNameLabel->setFontColor(0xffffff);
		}

		itemHorizontalLayout->addChild(projectNameLabel);

		item->addChild(itemHorizontalLayout);

		mListView->addChild(item);
	}
	mListView->setVisible(true);

	// Remove Indicator and Add Project ListView
	//this->addChild(mListView);
	//this->removeChild(mActivityIndicatorContainer);

}
开发者ID:MoSync,项目名称:Reload,代码行数:97,代码来源:WorkspaceLayout.cpp

示例6: background

int WaitingMenu::run(sf::RenderWindow &window, CommonData* commonData) {
    // Create background
    sf::Sprite background(commonData->defaultBackgroundTexture);

    // Create menu title
    Label* lobbyTitle = new Label("Lobby", 100, commonData);
    lobbyTitle->setPosition((SCREEN_WIDTH - lobbyTitle->getWidth()) / 2, 50);

    // Teams labels
    Label* blueTeamLabel = new Label("Blue team", 70, 150, 200, commonData);
    blueTeamLabel->setColor(sf::Color::Blue);
    Label* redTeamLabel = new Label("Red team", 70, commonData);
    redTeamLabel->setPosition(SCREEN_WIDTH - redTeamLabel->getWidth() - 150, 200);
    redTeamLabel->setColor(sf::Color::Red);

    // Players labels
    Label** playerLabel = new Label*[4];
    for (int i = 0; i < 4; i++) {
        playerLabel[i] = new Label("", 60, 180, 300 + (i/2)*100, commonData);
        if (i % 2 == 1) {
            playerLabel[i]->setPosition(SCREEN_WIDTH - playerLabel[i]->getWidth() - 180, 300 + (i/2)*100);
        }
    }

    // Countdown label
    Label* countdownLabel = new Label("The game will start in 15 seconds...", 40, commonData);
    countdownLabel->setPosition(SCREEN_WIDTH - countdownLabel->getWidth() - 30, 600);

    // Countdown
    sf::Clock clock;
    sf::Time fiveteenSeconds = sf::seconds(15.0f);
    int amountOfPlayers = 0;

    // Main loop
    while (window.isOpen()) {
        // Position of mouse
        sf::Vector2i position = sf::Mouse::getPosition(window);

        // Process events
        sf::Event event;
        while (window.pollEvent(event)) {
            // Close window: exit
            if (event.type == sf::Event::Closed) {
                window.close();
            }

            // Escape pressed: exit
            if (event.type == sf::Event::KeyPressed && event.key.code == sf::Keyboard::Escape) {
                window.close();
            }
        }

        // Show players name on labels
        for (int i = 0; i < commonData->map->playersSize(); i++) {
            Player* player = commonData->map->getPlayerAtIndex(i);
            playerLabel[player->getID()]->setString(player->getName());
        }

        // Prepare countdown information
        if ((amountOfPlayers != commonData->map->playersSize()) && (commonData->map->playersSize() == 2 || commonData->map->playersSize() == 4)) {
            clock.restart();
            amountOfPlayers = commonData->map->playersSize();
        }

        // Clear screen
        window.clear(sf::Color::Black);

        // Draw
        window.draw(background);
        lobbyTitle->draw(window);
        blueTeamLabel->draw(window);
        redTeamLabel->draw(window);
        for (int i = 0; i < 4; i++) {
            if (i % 2 == 1) {
                playerLabel[i]->setPosition(SCREEN_WIDTH - playerLabel[i]->getWidth() - 180, 300 + (i/2)*100);
            }
            playerLabel[i]->draw(window);
        }

        // Show information about starting game only when there are 2 or 4 players
        if (commonData->map->playersSize() == 2 || commonData->map->playersSize() == 4) {
            int timeToStart = (int)ceil(fiveteenSeconds.asSeconds() - clock.getElapsedTime().asSeconds());
            if (timeToStart <= 3) {
                timeToStart = 3;
            }
            countdownLabel->setString("The game will start in " + Converter::int2string(timeToStart) + " seconds...");
            countdownLabel->setPosition(SCREEN_WIDTH - countdownLabel->getWidth() - 30, 600);
            countdownLabel->draw(window);
        }

        // Update the window
        window.display();

        // Go to the game if countdown will finish
        if ((amountOfPlayers == 2 || amountOfPlayers == 4) && clock.getElapsedTime().asSeconds() > fiveteenSeconds.asSeconds() - 3.0f && commonData->gameStarted == true) {
            return GAME;
        }
    }

    // Change screen
//.........这里部分代码省略.........
开发者ID:jpowie01,项目名称:Bulletline,代码行数:101,代码来源:WaitingMenu.cpp

示例7: snprintf

void TestUnicodePath::onEnter()
{
    FileUtilsDemo::onEnter();
    auto s = Director::getInstance()->getWinSize();
    auto util = FileUtils::getInstance();
    
    int x = s.width/2,
    y = s.height/5;
    Label* label = nullptr;
    
    std::string dir = "中文路径/";
    std::string filename = "测试文件.test";

    std::string act;
    auto getMsg = [&act](bool b, const std::string& path)-> std::string
    {
        char msg[512];
        snprintf((char *)msg, 512, "%s for %s path: \"%s\"", b ? "success" : "failed", act.c_str(), path.c_str());
        return std::string(msg);
    };
    
    // Check whether unicode dir should be create or not
    std::string dirPath = util->getWritablePath() + dir;
    if (!util->isDirectoryExist(dirPath))
    {
        util->createDirectory(dirPath);
    }
    
    act = "create";
    bool isExist = util->isDirectoryExist(dirPath);
    label = Label::createWithSystemFont(getMsg(isExist, dirPath), "", 12, Size(s.width, 0));
    label->setPosition(x, y * 4);
    this->addChild(label);
    
    if (isExist)
    {
        // Check whether unicode file should be create or not
        std::string filePath = dirPath + filename;
        if (! util->isFileExist(filePath))
        {
            std::string writeDataStr = " 测试字符串.";
            Data writeData;
            writeData.copy((unsigned char *)writeDataStr.c_str(), writeDataStr.size());
            util->writeDataToFile(writeData, filePath);
        }
        
        isExist = util->isFileExist(filePath);
        label = Label::createWithSystemFont(getMsg(isExist, filePath), "", 12, Size(s.width, 0));
        label->setPosition(x, y * 3);
        this->addChild(label);
        
        act = "remove";
        if (isExist)
        {
            // read file content and log it
            unsigned char* buffer = nullptr;
            Data readData = util->getDataFromFile(filePath);
            buffer = (unsigned char*)malloc(sizeof(unsigned char) * (readData.getSize() + 1));
            memcpy(buffer, readData.getBytes(), readData.getSize());
            buffer[readData.getSize()] = '\0';
            // vc can't treat unicode string correctly, don't use unicode string in code
            log("The content of file from writable path: %s", buffer);
            free(buffer);
            
            // remove test file
            label = Label::createWithSystemFont(getMsg(util->removeFile(filePath), filePath), "", 12, Size(s.width, 0));
            label->setPosition(x, y * 2);
            this->addChild(label);
        }
        
        // remove test dir
        label = Label::createWithSystemFont(getMsg(util->removeDirectory(dirPath), dirPath), "", 12, Size(s.width, 0));
        label->setPosition(x, y * 1);
        this->addChild(label);
    }
}
开发者ID:anilgulgor,项目名称:myGame,代码行数:76,代码来源:FileUtilsTest.cpp

示例8: set_focus_mode

AnimationPlayerEditor::AnimationPlayerEditor(EditorNode *p_editor) {
	editor=p_editor;
	singleton=this;

	updating=false;

	set_focus_mode(FOCUS_ALL);

	player=NULL;
	add_style_override("panel", get_stylebox("panel","Panel"));


	Label * l;

	/*l= memnew( Label );
	l->set_text(TTR("Animation Player:"));
	add_child(l);*/

	HBoxContainer *hb = memnew( HBoxContainer );
	add_child(hb);


	play_bw_from = memnew( ToolButton );
	play_bw_from->set_tooltip(TTR("Play backwards selected animation from current pos. (A)"));
	hb->add_child(play_bw_from);

	play_bw = memnew( ToolButton );
	play_bw->set_tooltip(TTR("Play backwards selected animation from end. (Shift+A)"));
	hb->add_child(play_bw);

	stop = memnew( ToolButton );
	stop->set_toggle_mode(true);
	hb->add_child(stop);
	stop->set_tooltip(TTR("Stop animation playback. (S)"));

	play = memnew( ToolButton );
	play->set_tooltip(TTR("Play selected animation from start. (Shift+D)"));
	hb->add_child(play);


	play_from = memnew( ToolButton );
	play_from->set_tooltip(TTR("Play selected animation from current pos. (D)"));
	hb->add_child(play_from);



	//pause = memnew( Button );
	//pause->set_toggle_mode(true);
	//hb->add_child(pause);

	frame = memnew( SpinBox );
	hb->add_child(frame);
	frame->set_custom_minimum_size(Size2(60,0));
	frame->set_stretch_ratio(2);
	frame->set_tooltip(TTR("Animation position (in seconds)."));

	hb->add_child( memnew( VSeparator));

	scale = memnew( LineEdit );
	hb->add_child(scale);
	scale->set_h_size_flags(SIZE_EXPAND_FILL);
	scale->set_stretch_ratio(1);
	scale->set_tooltip(TTR("Scale animation playback globally for the node."));
	scale->hide();


	add_anim = memnew( ToolButton );
	add_anim->set_tooltip(TTR("Create new animation in player."));

	hb->add_child(add_anim);


	load_anim = memnew( ToolButton );
	load_anim->set_tooltip(TTR("Load an animation from disk."));
	hb->add_child(load_anim);

	save_anim = memnew(MenuButton);
	save_anim->set_tooltip(TTR("Save the current animation"));
	save_anim->get_popup()->add_item(TTR("Save"), ANIM_SAVE);
	save_anim->get_popup()->add_item(TTR("Save As.."), ANIM_SAVE_AS);
	save_anim->set_focus_mode(Control::FOCUS_NONE);
	hb->add_child(save_anim);

	accept = memnew(AcceptDialog);
	add_child(accept);
	accept->connect("confirmed", this, "_menu_confirm_current");

	duplicate_anim = memnew( ToolButton );
	hb->add_child(duplicate_anim);
	duplicate_anim->set_tooltip(TTR("Duplicate Animation"));

	rename_anim = memnew( ToolButton );
	hb->add_child(rename_anim);
	rename_anim->set_tooltip(TTR("Rename Animation"));

	remove_anim = memnew( ToolButton );

	hb->add_child(remove_anim);
	remove_anim->set_tooltip(TTR("Remove Animation"));

//.........这里部分代码省略.........
开发者ID:AutonomicStudios,项目名称:godot,代码行数:101,代码来源:animation_player_editor_plugin.cpp

示例9: onEnter

void TestDirectoryFuncs::onEnter()
{
    FileUtilsDemo::onEnter();
    auto s = Director::getInstance()->getWinSize();
    auto sharedFileUtils = FileUtils::getInstance();

    int x = s.width/2,
    y = s.height/4;
    Label* label = nullptr;

    std::string dir = sharedFileUtils->getWritablePath() + "__test/";
    std::string subDir = "dir1/dir2";
    std::string msg;
    bool ok;

    // Check whether dir can be created
    ok = sharedFileUtils->createDirectory(dir);
    if (ok && sharedFileUtils->isDirectoryExist(dir))
    {
        msg = StringUtils::format("createDirectory: Directory '__test' created");
        label = Label::createWithSystemFont(msg, "", 20);
        label->setPosition(x, y * 3);
        this->addChild(label);

        // Create sub directories recursively
        ok = sharedFileUtils->createDirectory(dir + subDir);
        if (ok && sharedFileUtils->isDirectoryExist(dir + subDir))
        {
            msg = StringUtils::format("createDirectory: Sub directories '%s' created", subDir.c_str());
            label = Label::createWithSystemFont(msg, "", 20);
            label->setPosition(x, y * 2);
            this->addChild(label);
        }
        else
        {
            msg = StringUtils::format("createDirectory: Failed to create sub directories '%s'", subDir.c_str());
            label = Label::createWithSystemFont(msg, "", 20);
            label->setPosition(x, y * 2);
            this->addChild(label);
        }

        // Remove directory
        ok = sharedFileUtils->removeDirectory(dir);
        if (ok && !sharedFileUtils->isDirectoryExist(dir))
        {
            msg = StringUtils::format("removeDirectory: Directory '__test' removed");
            label = Label::createWithSystemFont(msg, "", 20);
            label->setPosition(x, y);
            this->addChild(label);
        }
        else
        {
            msg = StringUtils::format("removeDirectory: Failed to remove directory '__test'");
            label = Label::createWithSystemFont(msg, "", 20);
            label->setPosition(x, y);
            this->addChild(label);
        }
    }
    else
    {
        msg = StringUtils::format("createDirectory: Directory '__test' can not be created");
        label = Label::createWithSystemFont(msg, "", 20);
        label->setPosition(x, y * 2);
        this->addChild(label);
    }
}
开发者ID:anilgulgor,项目名称:myGame,代码行数:66,代码来源:FileUtilsTest.cpp

示例10: fopen

void TestFileFuncs::onEnter()
{
    FileUtilsDemo::onEnter();
    auto s = Director::getInstance()->getWinSize();
    auto sharedFileUtils = FileUtils::getInstance();

    int x = s.width/2,
        y = s.height/5;
    Label* label = nullptr;

    std::string filename = "__test.test";
    std::string filename2 = "__newtest.test";
    std::string filepath = sharedFileUtils->getWritablePath() + filename;
    std::string content = "Test string content to put into created file";
    std::string msg;

    FILE *out = fopen(filepath.c_str(), "w");
    fputs(content.c_str(), out);
    fclose(out);

    // Check whether file can be created
    if (sharedFileUtils->isFileExist(filepath))
    {
        label = Label::createWithSystemFont("Test file '__test.test' created", "", 20);
        label->setPosition(x, y * 4);
        this->addChild(label);

        // getFileSize Test
        long size = sharedFileUtils->getFileSize(filepath);
        msg = StringUtils::format("getFileSize: Test file size equals %ld", size);
        label = Label::createWithSystemFont(msg, "", 20);
        label->setPosition(x, y * 3);
        this->addChild(label);

        // renameFile Test
        if (sharedFileUtils->renameFile(sharedFileUtils->getWritablePath(), filename, filename2))
        {
            label = Label::createWithSystemFont("renameFile: Test file renamed to  '__newtest.test'", "", 20);
            label->setPosition(x, y * 2);
            this->addChild(label);

            // removeFile Test
            filepath = sharedFileUtils->getWritablePath() + filename2;
            if (sharedFileUtils->removeFile(filepath))
            {
                label = Label::createWithSystemFont("removeFile: Test file removed", "", 20);
                label->setPosition(x, y * 1);
                this->addChild(label);
            }
            else
            {
                label = Label::createWithSystemFont("removeFile: Failed to remove test file", "", 20);
                label->setPosition(x, y * 1);
                this->addChild(label);
            }
        }
        else
        {
            label = Label::createWithSystemFont("renameFile: Failed to rename test file to  '__newtest.test', further test skipped", "", 20);
            label->setPosition(x, y * 2);
            this->addChild(label);
        }
    }
    else
    {
        label = Label::createWithSystemFont("Test file can not be created, test skipped", "", 20);
        label->setPosition(x, y * 4);
        this->addChild(label);
    }
}
开发者ID:anilgulgor,项目名称:myGame,代码行数:70,代码来源:FileUtilsTest.cpp

示例11: Size

bool DialogNode::init(std::string title, std::string content, std::string btn1Text, cocos2d::CallFuncN* btn1Callback, std::string btn2Text, cocos2d::CallFuncN* btn2Callback)
{
    if(Node::init())
    {
		this->m_btn1Callback = NULL;
		this->m_btn2Callback = NULL;

		if (btn1Callback)
		{			
			this->m_btn1Callback = btn1Callback;
			this->m_btn1Callback->retain();
		}
		
		if (btn2Callback)
		{			
			this->m_btn2Callback = btn2Callback;
			this->m_btn2Callback->retain();
		}
		
        this->setScale(0);
        
        Sprite *bgSprite = Sprite::create("dialog_bg.png");        
        this->addChild(bgSprite);
		this->setContentSize(bgSprite->getContentSize());
		this->setAnchorPoint(Vec2(0.5, 0.5));
		bgSprite->setPosition(Vec2(this->getContentSize().width / 2, this->getContentSize().height / 2));

		Label *labTitle = Label::createWithSystemFont(title.c_str(), GAME_CONFIG_GLOBAL_FONTNAME_01, 32);
		labTitle->setPosition(Vec2(this->getContentSize().width / 2, 170));
		labTitle->setTag((int)ChildTag::LAB_TITLE);
		this->addChild(labTitle);

		Label *labContent = Label::create(content, GAME_CONFIG_GLOBAL_FONTNAME_01, 25, Size(300, 70), TextHAlignment::LEFT, TextVAlignment::TOP);
		labContent->setPosition(Vec2(this->getContentSize().width / 2, 115));
		labContent->setTag((int)ChildTag::LAB_CONTENT);
		this->addChild(labContent);

		if (btn2Callback)
		{
			//2个按钮

			Button *btn1 = Button::create();
			btn1->loadTextureNormal("dialog_btn_yes_1.png");
			btn1->loadTexturePressed("dialog_btn_yes_2.png");
			btn1->setPosition(Vec2(this->getContentSize().width / 2 - 90, 45));
			btn1->setEnabled(false);
			btn1->addTouchEventListener(CC_CALLBACK_2(DialogNode::onButton, this));
			btn1->setTag((int)ChildTag::BTN_1);
			btn1->setTitleFontName(GAME_CONFIG_GLOBAL_FONTNAME_01);
			btn1->setTitleFontSize(32.0f);
			btn1->setTitleText(btn1Text.c_str());
			btn1->setScale(0.75);
			this->addChild(btn1);

			Button *btn2 = Button::create();
			btn2->loadTextureNormal("dialog_btn_no_1.png");
			btn2->loadTexturePressed("dialog_btn_no_2.png");
			btn2->setPosition(Vec2(this->getContentSize().width / 2 + 90, 45));
			btn2->setEnabled(false);
			btn2->addTouchEventListener(CC_CALLBACK_2(DialogNode::onButton, this));
			btn2->setTag((int)ChildTag::BTN_2);
			btn2->setTitleFontName(GAME_CONFIG_GLOBAL_FONTNAME_01);
			btn2->setTitleFontSize(32.0f);
			btn2->setTitleText(btn2Text.c_str());
			btn2->setScale(0.75);
			this->addChild(btn2);
		}
		else
		{
			//1个按钮

			Button *btn1 = Button::create();
			btn1->loadTextureNormal("dialog_btn_yes_1.png");
			btn1->loadTexturePressed("dialog_btn_yes_2.png");
			btn1->setPosition(Vec2(this->getContentSize().width / 2, 45));
			btn1->setEnabled(false);
			btn1->addTouchEventListener(CC_CALLBACK_2(DialogNode::onButton, this));
			btn1->setTag((int)ChildTag::BTN_1);
			btn1->setTitleFontName(GAME_CONFIG_GLOBAL_FONTNAME_01);
			btn1->setTitleFontSize(32.0f);
			btn1->setTitleText(btn1Text.c_str());
			btn1->setScale(0.75);
			this->addChild(btn1);
		}
		
        this->runAction(Sequence::createWithTwoActions(EaseElasticOut::create(ScaleTo::create(1, 1)), CallFunc::create(CC_CALLBACK_0(DialogNode::showActEnd, this))));
        
        return true;
    }
    return false;
}
开发者ID:TinySlik,项目名称:OzgGameEatFish,代码行数:91,代码来源:DialogNode.cpp

示例12: QColor

StepsNewGesture::StepsNewGesture(ExecutionManager *pExecutionManager, int pNumberOfGesture, QWidget *parent)
{
    int labelFontSize = 23;
    QColor labelColor = QColor(210,210,210);

    this->executionManager = pExecutionManager;
    this->commandChooser = new CommandChooser(parent);

    this->stepper = new StepperNewGesture(this->executionManager, this->commandChooser, pNumberOfGesture, parent);

    /* Local */
    QString locale = QLocale::system().name().section('_', 0, 0);
    XmlConf* conf = Xml().importConfig(Utils::getConfigLocation());
    if (conf != NULL)
    {
        if (conf->language != NULL)
        {
            locale = conf->language;
        }
    }
    if (locale.compare("en") != 0 && locale.compare("fr") != 0)
    {
        locale = "en";
    }

    /* STEP 0 */
    QWidget *step = new QWidget(stepper);
    QVBoxLayout* vLayoutStep = new QVBoxLayout(step);
    vLayoutStep->setMargin(0);
    Label* lblStepTop = new Label(tr("\n\nThe recording of a gesture MUST start and end with a neutral stance.\n\n"),step);
    lblStepTop->setTextColor(labelColor);
    lblStepTop->changeFontSize(16);
    lblStepTop->setPaintShadow(false);
    lblStepTop->setFixedHeight(60);
    lblStepTop->setPaintShadow(false);
    QLabel *picNeutral = new QLabel(step);
    QPixmap pix = QPixmap(Utils::getResourcesDirectory() + "/tuto/neutral_" + locale + ".png");
    picNeutral->setPixmap(pix);
    vLayoutStep->addWidget(lblStepTop);
    vLayoutStep->addWidget(picNeutral);
    stepper->addStep(tr("Information"),true,false,true, StepperNewGesture::First ,step);

    /* STEP 1 */
    Label *step1 = new Label(tr("You will have 5 seconds to place\nbefore registering your gesture\n1/") + QString::number(pNumberOfGesture),stepper);
    step1->changeFontSize(labelFontSize);
    step1->setTextColor(labelColor);
    step1->setPaintShadow(false);
    stepper->addStep(tr("Add a new gesture"),true,true,true, StepperNewGesture::StartTimer ,step1);

    /* STEP 2 */
    Label *step2 = new Label(tr("Ready ?"),stepper);
    step2->changeFontSize(labelFontSize);
    step2->setTextColor(labelColor);
    step2->setPaintShadow(false);
    stepper->addStep(tr("Add a new gesture"),false,true,true,StepperNewGesture::StartRecording ,step2);

    /* STEP 3 */
    QWidget* step3 = new QWidget(parent);
    QVBoxLayout* vLayoutStep3 = new QVBoxLayout(step3);
    GlView* glViewStep3= new GlView(step3);
    DAOLayer* dao = DAOLayer::getInstance();
    connect(dao, SIGNAL(skeletonDataReceived(QString)), glViewStep3,SLOT(skeletonDataReceived(QString)));
    Label* labelStep3 = new Label(tr("Realtime visualizer"), step3);
    labelStep3->setFixedHeight(50);
    labelStep3->changeFontSize(labelFontSize);
    labelStep3->setTextColor(labelColor);
    labelStep3->setPaintShadow(false);
    vLayoutStep3->addWidget(labelStep3);
    vLayoutStep3->addWidget(glViewStep3);
    glViewStep3->startAnimating();
    stepper->addStep(tr("Add a new gesture"),false,true,true,StepperNewGesture::VisualizeRecording ,step3);

    /* STEP 4 */
    QWidget* step4 = new QWidget(parent);
    QVBoxLayout* vLayoutStep4 = new QVBoxLayout(step4);
    this->glViewStep4= new GlView(step4);
    connect(this->executionManager, SIGNAL(gestureRecorded(Gesture*)), this, SLOT(gestureReceived(Gesture*)));
    Label *labelStep4 = new Label(tr("Is it the right gesture ?"),stepper);
    labelStep4->setFixedHeight(50);
    labelStep4->changeFontSize(labelFontSize);
    labelStep4->setTextColor(labelColor);
    labelStep4->setPaintShadow(false);
    vLayoutStep4->addWidget(labelStep4);
    vLayoutStep4->addWidget(this->glViewStep4);
    this->glViewStep4->startAnimating();
    stepper->addStep(tr("Add a new gesture"),true,true,true,StepperNewGesture::ConfigureAction,step4);

    /* STEP 5 */
    QWidget* step5 = new QWidget(parent);
    QVBoxLayout* vLayout = new QVBoxLayout(step5);


    QWidget* step5Bottom = new QWidget(step5);
    QHBoxLayout* hLayoutStep5 = new QHBoxLayout(step5Bottom);
    this->commandChooser->setParent(step5Bottom);

    ComboBox *combo = this->commandChooser->getCommandComboBox();
    KeyListener *keyListener = this->commandChooser->getCommandKeyListener();
    TextField *tfNewGesture = this->commandChooser->getCommandTextField();
    ButtonElement *btnCommand = this->commandChooser->getCommandButton();
//.........这里部分代码省略.........
开发者ID:FreeStroke,项目名称:FreeStroke,代码行数:101,代码来源:stepsnewgesture.cpp

示例13: Vec2

// メッセージを生成
Label* CharacterMessageLayer::createMessage()
{
    CharacterMessageData* data {this->datas.front()};
    
    // フレームの位置を戻す
    this->frame->stopAllActions();
    this->frame->setPosition(this->defaultMFramePosition);
    
    // リアクション
    if(data->getOption() == CharacterMessageData::Option::REACTION)
    {
        // 白いエフェクトを出してフェードアウト
        Sprite* white { Sprite::create() };
        white->setTextureRect(Rect(0, 0, WINDOW_WIDTH, WINDOW_HEIGHT));
        white->setColor(Color3B::WHITE);
        white->setPosition(white->getContentSize() / 2);
        this->addChild(white);
        this->reactionEffect = white;
        white->runAction(Sequence::createWithTwoActions(FadeOut::create(1.f), RemoveSelf::create()));
        
        // フレームを揺らす
        Action* swingAction { RepeatForever::create(Sequence::createWithTwoActions(MoveBy::create(0.05f, Vec2(10.f, 0)), MoveBy::create(0.05f, Vec2(-10.f, 0)))) };
        this->frame->runAction(swingAction);
        
        this->runAction(Sequence::create(DelayTime::create(1.5f),CallFunc::create([this, swingAction]
            {
                this->stopAction(swingAction);
                if(_closed) return;
                this->frame->setPosition(this->defaultMFramePosition);
            }), nullptr));
        
        SoundManager::getInstance()->playSE("msg_reaction.mp3", 0.5f);
    }
    
    // ボイスがあれば鳴らす
    string voiceFileName = data->getVoiceFileName();
    if (voiceFileName != "") {
        SoundManager::getInstance()->playVoice(voiceFileName);
    }
 
    // キャラクター画像
    if(this->charaImg)
    {
        this->charaImg->removeFromParent();
        this->charaImg = nullptr;
    }

    if(data->getImageName() == "") {
        string charaImgName = CsvDataManager::getInstance()->getCharacterData()->getFileName(data->getCharaId()) + ((data->isMiniChara())? "_m_" : "_s_") + to_string(data->getImgId()) + ".png" ;
        Point charaImgPoint = (data->isMiniChara())? Point(WINDOW_WIDTH * 4 / 5, WINDOW_HEIGHT * 7 / 40) : Point(WINDOW_WIDTH * 3 / 4, 0);
        
        if(data->getCharaId() != -1 && SpriteFrameCache::getInstance()->getSpriteFrameByName(charaImgName))
        {
            Sprite* img { Sprite::createWithSpriteFrameName(charaImgName)};
            img->setPosition(charaImgPoint);
            img->setLocalZOrder((data->isMiniChara()) ? 1 : -1);
            this->addChild(img);
            this->charaImg = img;
        }
    } else {
        Sprite* img {Sprite::create(Resource::SpriteFrame::BASE_PATH + "disp/" + data->getImageName())};
        img->setPosition(WINDOW_CENTER);
        img->setLocalZOrder((data->isImageOnly()) ? 1 : -1);
        img->setOpacity(0);
        this->addChild(img);
        img->runAction(FadeIn::create(0.5f));
    }
    
    
	// キャラクター名
	this->nameFrame->removeAllChildren();
	Label* name { Label::createWithTTF(data->getCharaName(), "fonts/cinecaption2.28.ttf", 26.f)};
	this->nameFrame->addChild(name);
	
	// キャラクター名の長さによってキャラクター名用枠の大きさ、位置を変える
	this->nameFrame->setContentSize(Size(name->getContentSize().width + H_MARGIN_S * 2, this->nameFrame->getContentSize().height));
	this->nameFrame->setPosition(this->nameFrame->getContentSize().width / 2 + LEFT_MARGIN / 4, this->frame->getContentSize().height + this->nameFrame->getContentSize().height / 2);

	name->setPosition(this->nameFrame->getContentSize() / 2);
	
	// メッセージ本文
	Label* message = Label::createWithTTF(data->getMessage(), "fonts/cinecaption2.28.ttf", 24.f);
    message->setLineHeight(36.f);
    message->setHorizontalAlignment(TextHAlignment::LEFT);
    message->setVerticalAlignment(TextVAlignment::TOP);
	message->setPosition(Point(message->getContentSize().width / 2 + LEFT_MARGIN, this->frame->getContentSize().height - message->getContentSize().height / 2 - TOP_MARGIN));
	this->frame->addChild(message);
    
    if(data->isImageOnly()){
        this->removeChildByTag(MAIN_FRAME_TAG);
        this->removeChildByTag(NAME_FRAME_TAG);
        _closed = true;
    }

    if(!this->datas.front()->hasNextPage())
    {
        CC_SAFE_RELEASE(this->datas.front());
        this->datas.pop();
    }
//.........这里部分代码省略.........
开发者ID:TeamLS,项目名称:6chefs2,代码行数:101,代码来源:CharacterMessageLayer.cpp

示例14:

bool operator==(const Label& left, const Label& right)
{
  return left.key() == right.key() && left.value() == right.value();
}
开发者ID:krux,项目名称:mesos,代码行数:4,代码来源:mesos.cpp

示例15: memnew

SceneTreeEditor::SceneTreeEditor(bool p_label,bool p_can_rename, bool p_can_open_instance) {
	

	undo_redo=NULL;
	tree_dirty=true;
	selected=NULL;

	marked_selectable=false;
	marked_children_selectable=false;
	can_rename=p_can_rename;
	can_open_instance=p_can_open_instance;
	display_foreign=false;
	editor_selection=NULL;
	
	if (p_label) {
		Label *label = memnew( Label );
		label->set_pos( Point2(10, 0));
		label->set_text("Scene Tree (Nodes):");
		
		add_child(label);
	}
	
	tree = memnew( Tree );
	tree->set_anchor( MARGIN_RIGHT, ANCHOR_END );
	tree->set_anchor( MARGIN_BOTTOM, ANCHOR_END );	
	tree->set_begin( Point2(0,p_label?18:0 ));
	tree->set_end( Point2(0,0 ));
	
	add_child( tree );
		
	tree->connect("cell_selected", this,"_selected_changed");
	tree->connect("item_edited", this,"_renamed");
	tree->connect("multi_selected",this,"_cell_multi_selected");
	tree->connect("button_pressed",this,"_cell_button_pressed");
//	tree->connect("item_edited", this,"_renamed",Vector<Variant>(),true);

	error = memnew( AcceptDialog );
	add_child(error);

	show_enabled_subscene=false;

	last_hash=0;
	pending_test_update=false;
	updating_tree=false;
	blocked=0;

	instance_menu = memnew( PopupMenu );
	instance_menu->add_check_item("Editable Children",SCENE_MENU_EDITABLE_CHILDREN);
	instance_menu->add_check_item("Load As Placeholder",SCENE_MENU_USE_PLACEHOLDER);
	instance_menu->add_separator();
	instance_menu->add_item("Open in Editor",SCENE_MENU_OPEN);
	instance_menu->connect("item_pressed",this,"_subscene_option");
	add_child(instance_menu);

	inheritance_menu = memnew( PopupMenu );
	inheritance_menu->add_item("Clear Inheritance",SCENE_MENU_CLEAR_INHERITANCE);
	inheritance_menu->add_separator();
	inheritance_menu->add_item("Open in Editor",SCENE_MENU_OPEN_INHERITED);
	inheritance_menu->connect("item_pressed",this,"_subscene_option");

	add_child(inheritance_menu);

	clear_inherit_confirm = memnew( ConfirmationDialog );
	clear_inherit_confirm->set_text("Clear Inheritance? (No Undo!)");
	clear_inherit_confirm->get_ok()->set_text("Clear!");
	add_child(clear_inherit_confirm);


}
开发者ID:daririos,项目名称:godot,代码行数:69,代码来源:scene_tree_editor.cpp


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