本文整理汇总了C++中LabelWidget::margins方法的典型用法代码示例。如果您正苦于以下问题:C++ LabelWidget::margins方法的具体用法?C++ LabelWidget::margins怎么用?C++ LabelWidget::margins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LabelWidget
的用法示例。
在下文中一共展示了LabelWidget::margins方法的1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: layout
AudioSettingsDialog::AudioSettingsDialog(String const &name)
: DialogWidget(name, WithHeading), d(new Impl(this))
{
bool const gameLoaded = DoomsdayApp::isGameLoaded();
heading().setText(tr("Audio Settings"));
heading().setImage(style().images().image("audio"));
GridLayout layout(area().contentRule().left(), area().contentRule().top());
layout.setGridSize(2, 0);
layout.setColumnAlignment(0, ui::AlignRight);
if (gameLoaded)
{
auto *sfxVolLabel = LabelWidget::newWithText(tr("SFX Volume:" ), &area());
auto *musicVolLabel = LabelWidget::newWithText(tr("Music Volume:" ), &area());
auto *rvbVolLabel = LabelWidget::newWithText(tr("Reverb Strength:"), &area());
d->sound3D ->setText(tr("3D Effects & Reverb" ));
d->overlapStop->setText(tr("One Sound per Emitter"));
d->sound16bit ->setText(tr("16-bit Resampling" ));
auto *rateLabel = LabelWidget::newWithText(tr("Resampling:"), &area());
d->sampleRate->items()
<< new ChoiceItem(tr("1x @ 11025 Hz"), 11025)
<< new ChoiceItem(tr("2x @ 22050 Hz"), 22050)
<< new ChoiceItem(tr("4x @ 44100 Hz"), 44100);
auto *musSrcLabel = LabelWidget::newWithText(tr("Preferred Music:"), &area());
d->musicSource->items()
<< new ChoiceItem(tr("MUS lumps"), AudioSystem::MUSP_MUS)
<< new ChoiceItem(tr("External files"), AudioSystem::MUSP_EXT)
<< new ChoiceItem(tr("CD"), AudioSystem::MUSP_CD);
auto *sfLabel = LabelWidget::newWithText(tr("MIDI Sound Font:"), &area());
// Layout.
layout << *sfxVolLabel << *d->sfxVolume
<< *musicVolLabel << *d->musicVolume
<< *rvbVolLabel << *d->reverbVolume
<< Const(0) << *d->sound3D
<< Const(0) << *d->overlapStop
<< *rateLabel << *d->sampleRate
<< Const(0) << *d->sound16bit
<< *musSrcLabel << *d->musicSource
<< *sfLabel << *d->musicSoundfont;
}
auto *soundPluginLabel = LabelWidget::newWithText(tr("SFX Plugin:" ), &area());
auto *musicPluginLabel = LabelWidget::newWithText(tr("Music Plugin:"), &area());
auto *cdPluginLabel = LabelWidget::newWithText(tr("CD Plugin:" ), &area());
LabelWidget *pluginLabel = LabelWidget::newWithText(_E(D) + tr("Audio Backend"), &area());
pluginLabel->setFont("separator.label");
pluginLabel->margins().setTop("gap");
layout.setCellAlignment(Vector2i(0, layout.gridSize().y), ui::AlignLeft);
layout.append(*pluginLabel, 2);
layout << *soundPluginLabel << *d->soundPlugin
<< *musicPluginLabel << *d->musicPlugin
<< *cdPluginLabel << *d->cdPlugin;
area().setContentSize(layout.width(), layout.height());
buttons()
<< new DialogButtonItem(DialogWidget::Default | DialogWidget::Accept, tr("Close"))
<< new DialogButtonItem(DialogWidget::Action, tr("Reset to Defaults"),
new SignalAction(this, SLOT(resetToDefaults())));
if (gameLoaded)
{
buttons() << new DialogButtonItem(DialogWidget::ActionPopup | Id1,
style().images().image("gauge"));
popupButtonWidget(Id1)->setPopup(*d->devPopup);
}
d->fetch();
}