本文整理汇总了C++中PanelRecPtr::setConstraints方法的典型用法代码示例。如果您正苦于以下问题:C++ PanelRecPtr::setConstraints方法的具体用法?C++ PanelRecPtr::setConstraints怎么用?C++ PanelRecPtr::setConstraints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PanelRecPtr
的用法示例。
在下文中一共展示了PanelRecPtr::setConstraints方法的3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: createToolbars
void LuaDebuggerInterface::createToolbars(void)
{
createExecutionToolbar();
createEditorToolbar();
BorderLayoutRefPtr ToolbarLayout = BorderLayout::create();
BorderLayoutConstraintsRefPtr EditorPanelConstraints = BorderLayoutConstraints::create();
EditorPanelConstraints->setRegion(BorderLayoutConstraints::BORDER_WEST);
_EditorButtonPanel->setConstraints(EditorPanelConstraints);
BorderLayoutConstraintsRefPtr CodeExecutionPanelConstraints = BorderLayoutConstraints::create();
CodeExecutionPanelConstraints->setRegion(BorderLayoutConstraints::BORDER_CENTER);
_CodeExecutionToolbar->setConstraints(CodeExecutionPanelConstraints);
_Toolbars = Panel::createEmpty();
_Toolbars->setPreferredSize(Vec2f(45.0f, 45.0f));
_Toolbars->setLayout(ToolbarLayout);
_Toolbars->pushToChildren(_EditorButtonPanel);
_Toolbars->pushToChildren(_CodeExecutionToolbar);
}
示例2: main
//.........这里部分代码省略.........
These are most useful when combined with
Action, as shown at the top of
this Tutorial, to assign actions to the
Buttons or Components to allow the user
to cycle through the Card Layout and
view different ExampleCards.
Note that CardContainerName is the name
of the ComponentContainer which is using the
CardLayout, while the begin/endEditCP
is performed on the CardLayout itself.
******************************************************/
CardLayoutRecPtr ExampleCardLayout = CardLayout::create();
PanelRecPtr ExampleCardPanel = Panel::create();
/******************************************************
Create Button Components to be used with
CardLayout to allow for interactivity.
******************************************************/
ButtonRecPtr ExampleButton1 = Button::create();
ButtonRecPtr ExampleButton2 = Button::create();
ButtonRecPtr ExampleButton3 = Button::create();
ButtonRecPtr ExampleButton4 = Button::create();
ButtonRecPtr ExampleButton5 = Button::create();
ButtonRecPtr ExampleButton6 = Button::create();
ButtonRecPtr ExampleButton7 = Button::create();
ButtonRecPtr ExampleButton8 = Button::create();
ExampleButton1->setText("Next Card");
ExampleButton1->setConstraints(ExampleButton1Constraints);
// Add Action
ExampleButton1->connectActionPerformed(boost::bind(handleNextCardAction, _1,
ExampleCardLayout.get(),
ExampleCardPanel.get()));
ExampleButton2->setText("Previous Card");
ExampleButton2->setConstraints(ExampleButton2Constraints);
// Add Action
ExampleButton2->connectActionPerformed(boost::bind(handleBackCardAction, _1,
ExampleCardLayout.get(),
ExampleCardPanel.get()));
ExampleButton3->setText("This");
ExampleButton4->setText("is");
ExampleButton5->setText("Card");
ExampleButton6->setText("Layout");
ExampleButton7->setText("First Card");
ExampleButton7->setConstraints(ExampleButton7Constraints);
// Add Action
ExampleButton7->connectActionPerformed(boost::bind(handleFirstCardAction, _1,
ExampleCardLayout.get(),
ExampleCardPanel.get()));
ExampleButton8->setText("Last Card");
ExampleButton8->setConstraints(ExampleButton8Constraints);
示例3: main
int main(int argc, char **argv)
{
// OSG init
osgInit(argc,argv);
{
// Set up Window
WindowEventProducerRecPtr TutorialWindow = createNativeWindow();
TutorialWindow->initWindow();
// Create the SimpleSceneManager helper
SimpleSceneManager sceneManager;
TutorialWindow->setDisplayCallback(boost::bind(display, &sceneManager));
TutorialWindow->setReshapeCallback(boost::bind(reshape, _1, &sceneManager));
// Tell the Manager what to manage
sceneManager.setWindow(TutorialWindow);
TutorialWindow->connectKeyTyped(boost::bind(keyPressed, _1));
NodeRecPtr Root(NULL);
if(argc == 2)
{
Root = SceneFileHandler::the()->read(argv[1]);
}
if(Root == NULL)
{
// Make Torus Node (creates Torus in background of Root)
NodeRecPtr TorusGeometryNode = makeTorus(.5, 2, 16, 16);
setName(TorusGeometryNode, std::string("Torus"));
NodeRecPtr TorusNode = Node::create();
TorusNode->setCore(Transform::create());
TorusNode->addChild(TorusGeometryNode);
setName(TorusNode, std::string("Torus Transform"));
NodeRecPtr SphereGeometryNode = makeSphere(2,1.0f);
setName(SphereGeometryNode, std::string("Sphere"));
NodeRecPtr BoxGeometryNode = makeBox(1.0,1.0,1.0,1,1,1);
setName(BoxGeometryNode, std::string("Box"));
// Make Main Scene Node and add the Torus
Root = Node::create();
Root->setCore(Group::create());
Root->addChild(TorusNode);
Root->addChild(SphereGeometryNode);
Root->addChild(BoxGeometryNode);
setName(Root, std::string("Root"));
}
// Create the Graphics
GraphicsRecPtr TutorialGraphics = Graphics2D::create();
// Initialize the LookAndFeelManager to enable default settings
LookAndFeelManager::the()->getLookAndFeel()->init();
//Tree Model
SceneGraphTreeModelRecPtr TheTreeModel = SceneGraphTreeModel::create();
TheTreeModel->setRoot(Root);
//Create the Tree
TreeRecPtr TheTree = Tree::create();
TheTree->setPreferredSize(Vec2f(100, 500));
TheTree->setModel(TheTreeModel);
// Create a ScrollPanel for easier viewing of the List (see 27ScrollPanel)
BorderLayoutConstraintsRecPtr SceneTreeConstraints = BorderLayoutConstraints::create();
SceneTreeConstraints->setRegion(BorderLayoutConstraints::BORDER_WEST);
ScrollPanelRecPtr ExampleScrollPanel = ScrollPanel::create();
ExampleScrollPanel->setPreferredSize(Vec2f(350,300));
ExampleScrollPanel->setConstraints(SceneTreeConstraints);
//ExampleScrollPanel->setHorizontalResizePolicy(ScrollPanel::RESIZE_TO_VIEW);
//ExampleScrollPanel->setVerticalResizePolicy(ScrollPanel::RESIZE_TO_VIEW);
ExampleScrollPanel->setViewComponent(TheTree);
//Details Panel Labels
LabelRecPtr NodeNameLabel = Label::create();
NodeNameLabel->setText("Name");
NodeNameLabel->setPreferredSize(Vec2f(100.0f, 20.0f));
LabelRecPtr NodeNameValueLabel = Label::create();
NodeNameValueLabel->setPreferredSize(Vec2f(300.0f, 20.0f));
LabelRecPtr NodeCoreTypeLabel = Label::create();
NodeCoreTypeLabel->setText("Core Type");
NodeCoreTypeLabel->setPreferredSize(Vec2f(100.0f, 20.0f));
LabelRecPtr NodeCoreTypeValueLabel = Label::create();
NodeCoreTypeValueLabel->setPreferredSize(Vec2f(300.0f, 20.0f));
LabelRecPtr NodeMinLabel = Label::create();
NodeMinLabel->setText("Min");
NodeMinLabel->setPreferredSize(Vec2f(100.0f, 20.0f));
LabelRecPtr NodeMinValueLabel = Label::create();
NodeMinValueLabel->setPreferredSize(Vec2f(300.0f, 20.0f));
//.........这里部分代码省略.........