本文整理汇总了C++中Label::GetText方法的典型用法代码示例。如果您正苦于以下问题:C++ Label::GetText方法的具体用法?C++ Label::GetText怎么用?C++ Label::GetText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Label
的用法示例。
在下文中一共展示了Label::GetText方法的5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: SetUpCombatantMap
void StatsPanel::SetUpCombatantMap(){
int labelsPosX[] = {5,170,5,170,5,5};
int labelsPosY[] = {160,160,230,230,300,370};
std::string labelsString[] = {"Strength","Endure","Technique","Speed","Health","Endurance"};
for (int x = 0; x < 6; x++){
Label* element = new Label(labelsPosX[x],labelsPosY[x],"blank.png",Label::Fonts::Game,labelsString[x] + ":");
AddCombatantElement(MyPair(std::to_string(x), element));
if(x < 4){
Label* valueElement = new Label(labelsPosX[x] + element->GetText()->getLocalBounds().width + 15,labelsPosY[x],"blank.png",Label::Fonts::Game,"null");
AddCombatantElement(MyPair(labelsString[x] + "Value",valueElement));
}
else{
float tempFloat = 1;
ProgressBar* progBar = new ProgressBar(labelsPosX[x] + element->GetText()->getLocalBounds().width + 15,labelsPosY[x], 180, &tempFloat);
AddCombatantElement(MyPair(labelsString[x] + "Bar",progBar));
}
}
Button* tempButton = new Button(127.5,15,"attacktextures/background.png","attacktextures/default.png");
tempButton->SetTarget(this);
tempButton->SetFunction("none");
tempButton->CenterForeground();
AddCombatantElement(MyPair("Image",tempButton));
Label* label = new Label(103,110,120,"menubackground.png",Label::Fonts::Game,"null");
label->CenterText();
AddCombatantElement(MyPair("Name",label));
Drawn* barPlaceHolder = new Drawn("blank.png");
barPlaceHolder->SetPosition(sf::Vector2f(0,0));
barPlaceHolder->texturePart.height = 35;
barPlaceHolder->texturePart.width = GetSize().x;
barPlaceHolder->SetRotation(0);
barPlaceHolder->SetZ(2);
combatantMap.insert(MyPair("barPlaceHolder",barPlaceHolder));
};
示例2: SetOrgin
void RClickMenu::SetOrgin(Orgins orgin){
for(int x = 0; x < labels.size(); x++){
Label* tempLabel = labels[x];
sf::Sprite* tempSprite = tempLabel->GetSprite();
sf::Vector2f halfSize = sf::Vector2f(tempLabel->GetSize().x / 2,tempLabel->GetSize().y / 2);
sf::Text* tempText = tempLabel->GetText();
switch(orgin){
case(TopLeft):
tempLabel->SetOrgin(0,0);
tempLabel->CenterText();
break;
case(TopRight):
tempLabel->SetOrgin(halfSize.x * 2,0);
tempLabel->CenterText();
break;
case(BottomLeft):
tempLabel->SetOrgin(0,halfSize.y * 2);
tempLabel->CenterText();
break;
case(BottomRight):
tempLabel->SetOrgin(halfSize.x * 2,halfSize.y * 2);
tempLabel->CenterText();
break;
}
}
};
示例3: BaseClass
CGameChapterPanel( CNewGameDialog *parent, const char *name, const char *chapterName, int chapterIndex, const char *chapterNumber, const char *chapterConfigFile, bool bCommentary ) : BaseClass( parent, name )
{
Q_strncpy( m_szConfigFile, chapterConfigFile, sizeof(m_szConfigFile) );
Q_strncpy( m_szChapter, chapterNumber, sizeof(m_szChapter) );
m_pLevelPicBorder = SETUP_PANEL( new ImagePanel( this, "LevelPicBorder" ) );
m_pLevelPic = SETUP_PANEL( new ImagePanel( this, "LevelPic" ) );
m_pCommentaryIcon = NULL;
m_bCommentaryMode = bCommentary;
wchar_t text[32];
wchar_t num[32];
wchar_t *chapter = g_pVGuiLocalize->Find("#GameUI_Chapter");
g_pVGuiLocalize->ConvertANSIToUnicode( chapterNumber, num, sizeof(num) );
_snwprintf( text, sizeof(text), L"%s %s", chapter ? chapter : L"CHAPTER", num );
if ( ModInfo().IsSinglePlayerOnly() )
{
m_pChapterLabel = new Label( this, "ChapterLabel", text );
m_pChapterNameLabel = new Label( this, "ChapterNameLabel", chapterName );
}
else
{
m_pChapterLabel = new Label( this, "ChapterLabel", chapterName );
m_pChapterNameLabel = new Label( this, "ChapterNameLabel", "#GameUI_LoadCommentary" );
}
SetPaintBackgroundEnabled( false );
// the image has the same name as the config file
char szMaterial[ MAX_PATH ];
Q_snprintf( szMaterial, sizeof(szMaterial), "chapters/%s", chapterConfigFile );
char *ext = strstr( szMaterial, "." );
if ( ext )
{
*ext = 0;
}
m_pLevelPic->SetImage( szMaterial );
KeyValues *pKeys = NULL;
LoadControlSettings( "Resource/NewGameChapterPanel.res", NULL, pKeys );
int px, py;
m_pLevelPicBorder->GetPos( px, py );
SetSize( m_pLevelPicBorder->GetWide(), py + m_pLevelPicBorder->GetTall() );
// create a selection panel the size of the page
CSelectionOverlayPanel *overlay = new CSelectionOverlayPanel( this, parent, chapterIndex );
overlay->SetBounds(0, 0, GetWide(), GetTall());
overlay->MoveToFront();
// HACK: Detect new episode teasers by the "Coming Soon" text
wchar_t w_szStrTemp[256];
m_pChapterNameLabel->GetText( w_szStrTemp, sizeof(w_szStrTemp) );
m_bTeaserChapter = !wcscmp(w_szStrTemp, L"Coming Soon");
m_bHasBonus = false;
}
示例4: GetLabel
//---------------------------------------
std::string Button::GetLabel() const
{
std::string result;
Label* labelElement = GetLabelElement();
if( labelElement )
{
// Get the text of the label.
result = labelElement->GetText();
}
else
{
WarnFail( "Could not get label for Button \"%s\" because no label element \"%s\" was found!", GetFullName().c_str(), mLabelElementName.GetCString() );
}
return result;
}
示例5: InterpretType
void ReflectInterpreter::InterpretType(const std::vector<Reflect::Element*>& instances, Container* parent, i32 includeFlags, i32 excludeFlags, bool expandPanel)
{
const Class* typeInfo = instances[0]->GetClass();
// create a panel
PanelPtr panel = m_Container->GetCanvas()->Create<Panel>(this);
// parse
ContainerPtr scriptOutput = m_Container->GetCanvas()->Create<Container>(this);
tstring typeInfoUI;
typeInfo->GetProperty( TXT( "UIScript" ), typeInfoUI );
bool result = Script::Parse(typeInfoUI, this, parent->GetCanvas(), scriptOutput);
// compute panel label
tstring labelText;
if (result)
{
V_Control::const_iterator itr = scriptOutput->GetControls().begin();
V_Control::const_iterator end = scriptOutput->GetControls().end();
for( ; itr != end; ++itr )
{
Label* label = Reflect::ObjectCast<Label>( *itr );
if (label)
{
bool converted = Helium::ConvertString( label->GetText(), labelText );
HELIUM_ASSERT( converted );
if ( !labelText.empty() )
{
break;
}
}
}
}
if (labelText.empty())
{
std::vector<Reflect::Element*>::const_iterator itr = instances.begin();
std::vector<Reflect::Element*>::const_iterator end = instances.end();
for ( ; itr != end; ++itr )
{
Reflect::Element* instance = *itr;
if ( labelText.empty() )
{
labelText = instance->GetTitle();
}
else
{
if ( labelText != instance->GetTitle() )
{
labelText.clear();
break;
}
}
}
if ( labelText.empty() )
{
labelText = typeInfo->m_UIName;
}
}
tstring temp;
bool converted = Helium::ConvertString( labelText, temp );
HELIUM_ASSERT( converted );
panel->SetText( temp );
M_Panel panelsMap;
panelsMap.insert( std::make_pair( TXT( "" ), panel) );
// don't bother including Element's fields
int offset = Reflect::GetClass<Element>()->m_LastFieldID;
// for each field in the type
M_FieldIDToInfo::const_iterator itr = typeInfo->m_FieldIDToInfo.find(offset + 1);
M_FieldIDToInfo::const_iterator end = typeInfo->m_FieldIDToInfo.end();
for ( ; itr != end; ++itr )
{
const Field* field = itr->second;
bool noFlags = ( field->m_Flags == 0 && includeFlags == 0xFFFFFFFF );
bool doInclude = ( field->m_Flags & includeFlags ) != 0;
bool dontExclude = ( excludeFlags == 0 ) || !(field->m_Flags & excludeFlags );
bool hidden = (field->m_Flags & Reflect::FieldFlags::Hide) != 0;
// if we don't have flags (or we are included, and we aren't excluded) then make UI
if ( ( noFlags || doInclude ) && ( dontExclude ) )
{
//
// Handle sub panels for grouping content
//
bool groupExpanded = false;
field->GetProperty( TXT( "UIGroupExpanded" ), groupExpanded );
tstring fieldUIGroup;
field->GetProperty( TXT( "UIGroup" ), fieldUIGroup );
//.........这里部分代码省略.........