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C++ Text::SetText方法代码示例

本文整理汇总了C++中Text::SetText方法的典型用法代码示例。如果您正苦于以下问题:C++ Text::SetText方法的具体用法?C++ Text::SetText怎么用?C++ Text::SetText使用的例子?那么恭喜您, 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Text的用法示例。


在下文中一共展示了Text::SetText方法的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: CreateInstructions

void SignedDistanceFieldText::CreateInstructions()
{
    ResourceCache* cache = GetSubsystem<ResourceCache>();
    UI* ui = GetSubsystem<UI>();

    // Construct new Text object, set string to display and font to use
    Text* instructionText = ui->GetRoot()->CreateChild<Text>();
    instructionText->SetText("Use WASD keys and mouse/touch to move");
    instructionText->SetFont(cache->GetResource<Font>("Fonts/Anonymous Pro.ttf"), 15);

    // Position the text relative to the screen center
    instructionText->SetHorizontalAlignment(HA_CENTER);
    instructionText->SetVerticalAlignment(VA_CENTER);
    instructionText->SetPosition(0, ui->GetRoot()->GetHeight() / 4);
}
开发者ID:Hevedy,项目名称:Urho3D,代码行数:15,代码来源:SignedDistanceFieldText.cpp

示例2: HandleDeath

void Character2D::HandleWoundedState(float timeStep)
{
    auto* body = GetComponent<RigidBody2D>();
    auto* animatedSprite = GetComponent<AnimatedSprite2D>();

    // Play "hit" animation in loop
    if (animatedSprite->GetAnimation() != "hit")
        animatedSprite->SetAnimation("hit", LM_FORCE_LOOPED);

    // Update timer
    timer_ += timeStep;

    if (timer_ > 2.0f)
    {
        // Reset timer
        timer_ = 0.0f;

        // Clear forces (should be performed by setting linear velocity to zero, but currently doesn't work)
        body->SetLinearVelocity(Vector2::ZERO);
        body->SetAwake(false);
        body->SetAwake(true);

        // Remove particle emitter
        node_->GetChild("Emitter", true)->Remove();

        // Update lifes UI and counter
        remainingLifes_ -= 1;
        auto* ui = GetSubsystem<UI>();
        Text* lifeText = static_cast<Text*>(ui->GetRoot()->GetChild("LifeText", true));
        lifeText->SetText(String(remainingLifes_)); // Update lifes UI counter

        // Reset wounded state
        wounded_ = false;

        // Handle death
        if (remainingLifes_ == 0)
        {
            HandleDeath();
            return;
        }

        // Re-position the character to the nearest point
        if (node_->GetPosition().x_ < 15.0f)
            node_->SetPosition(Vector3(1.0f, 8.0f, 0.0f));
        else
            node_->SetPosition(Vector3(18.8f, 9.2f, 0.0f));
    }
}
开发者ID:1vanK,项目名称:Urho3D,代码行数:48,代码来源:Character2D.cpp

示例3: CreateButton

Button* Chat::CreateButton(const String& text, int width)
{
    ResourceCache* cache = GetSubsystem<ResourceCache>();
    Font* font = cache->GetResource<Font>("Fonts/Anonymous Pro.ttf");
    
    Button* button = buttonContainer_->CreateChild<Button>();
    button->SetStyleAuto();
    button->SetFixedWidth(width);
    
    Text* buttonText = button->CreateChild<Text>();
    buttonText->SetFont(font, 12);
    buttonText->SetAlignment(HA_CENTER, VA_CENTER);
    buttonText->SetText(text);
    
    return button;
}
开发者ID:3dicc,项目名称:Urho3D,代码行数:16,代码来源:Chat.cpp

示例4: HandleDragMove

void UIDrag::HandleDragMove(StringHash eventType, VariantMap& eventData)
{
    using namespace DragBegin;
    Button* element = (Button*)eventData[P_ELEMENT].GetVoidPtr();
    int buttons = eventData[P_BUTTONS].GetInt();
    IntVector2 d = element->GetVar("DELTA").GetIntVector2();
    int X = eventData[P_X].GetInt() + d.x_;
    int Y = eventData[P_Y].GetInt() + d.y_;
    int BUTTONS = element->GetVar("BUTTONS").GetInt();

    Text* t = (Text*)element->GetChild(String("Event Touch"));
    t->SetText("Drag Move Buttons: " + String(buttons));

    if (buttons == BUTTONS)
        element->SetPosition(IntVector2(X, Y));
}
开发者ID:JTippetts,项目名称:Urho3D,代码行数:16,代码来源:UIDrag.cpp

示例5:

void Urho2DSpriterAnimation::CreateInstructions()
{
    ResourceCache* cache = GetSubsystem<ResourceCache>();
    UI* ui = GetSubsystem<UI>();

    // Construct new Text object, set string to display and font to use
    Text* instructionText = ui->GetRoot()->CreateChild<Text>();
    instructionText->SetText("Mouse click to play next animation, \nUse WASD keys to move, use PageUp PageDown keys to zoom.");
    instructionText->SetFont(cache->GetResource<Font>("Fonts/Anonymous Pro.ttf"), 15);
    instructionText->SetTextAlignment(HA_CENTER); // Center rows in relation to each other

    // Position the text relative to the screen center
    instructionText->SetHorizontalAlignment(HA_CENTER);
    instructionText->SetVerticalAlignment(VA_CENTER);
    instructionText->SetPosition(0, ui->GetRoot()->GetHeight() / 4);
}
开发者ID:ClockTeam,项目名称:Clockwork,代码行数:16,代码来源:Urho2DSpriterAnimation.cpp

示例6:

void Urho2DConstraints::CreateInstructions()
{
    ResourceCache* cache = GetSubsystem<ResourceCache>();
    UI* ui = GetSubsystem<UI>();

    // Construct new Text object, set string to display and font to use
    Text* instructionText = ui->GetRoot()->CreateChild<Text>();
    instructionText->SetText("Use WASD keys and mouse to move, Use PageUp PageDown to zoom.\n Space to toggle debug geometry and joints - F5 to save the scene.");
    instructionText->SetFont(cache->GetResource<Font>("Fonts/Anonymous Pro.ttf"), 15);
    instructionText->SetTextAlignment(HA_CENTER); // Center rows in relation to each other

    // Position the text relative to the screen center
    instructionText->SetHorizontalAlignment(HA_CENTER);
    instructionText->SetVerticalAlignment(VA_CENTER);
    instructionText->SetPosition(0, ui->GetRoot()->GetHeight() / 4);
}
开发者ID:AGreatFish,项目名称:Urho3D,代码行数:16,代码来源:Urho2DConstraints.cpp

示例7: Intro

void Maze::Intro()
{
	float windowWidth = (float)this->mGe->GetEngineParameters().windowWidth;
	float windowHeight = (float)this->mGe->GetEngineParameters().windowHeight;
	float dx = (windowHeight * 4.0f) / 3.0f;
	float offSet = (windowWidth - dx) / 2.0f;
	float textHalfWidth = (dx * (205.0f / 800.0f)) * 0.5f;

	float y = this->mGe->GetEngineParameters().windowHeight * 0.4f;
	Text* intro = mGe->CreateText("Maze", D3DXVECTOR2(dx * 0.5f - textHalfWidth + offSet, y), 2.0f, "Media/Fonts/1");
	mGe->LoadingScreen("Media/LoadingScreen/LoadingScreenBG.png", "Media/LoadingScreen/LoadingScreenPB.png");	// Changed by MaloW
	intro->SetText("");
	mGe->DeleteText(intro);



		this->mWindowWidth = (float)this->mGe->GetEngineParameters().windowWidth;
		this->mWindowHeight = (float)this->mGe->GetEngineParameters().windowHeight;
		
		
		this->mHud[0] = mGe->CreateText("",D3DXVECTOR2(0,0),1.25f,"Media/Fonts/1");
		this->mHud[1] = mGe->CreateText("",D3DXVECTOR2(0,30),1.0f,"Media/Fonts/1");
		this->mHud[2] = mGe->CreateText("",D3DXVECTOR2(0,60),1.0f,"Media/Fonts/1");
		this->mHud[3] = mGe->CreateText("",D3DXVECTOR2(0,90),1.0f,"Media/Fonts/1");
		this->mHud[4] = mGe->CreateText("",D3DXVECTOR2(0,120),1.25f,"Media/Fonts/1");
		this->mHud[5] = mGe->CreateText("",D3DXVECTOR2(0,150),1.0f,"Media/Fonts/1");
		this->mHud[6] = mGe->CreateText("",D3DXVECTOR2(0,180),1.0f,"Media/Fonts/1");
		this->mHud[7] = mGe->CreateText("",D3DXVECTOR2(0,210),1.0f,"Media/Fonts/1");
		this->mHud[8] = mGe->CreateText("",D3DXVECTOR2(0,240),1.0f,"Media/Fonts/1");
		this->mHud[9] = mGe->CreateText("",D3DXVECTOR2(0,270),1.0f,"Media/Fonts/1");
		this->mCreditSpeed = 0.05f;

		/*
		if(mGe->GetEngineParameters().CamType == TRD)
			((TRDCamera*)mGe->GetCamera())->setBallToFollow(this->mBalls[0]);
		*/
		this->mTimeElapsedText = this->mGe->CreateText(	"",
														D3DXVECTOR2(windowWidth - 150.0f,
																	windowHeight - 100.0f), 
														1.0f, 
														"Media/Fonts/1");
		/*
		CheckBox for the change gamemode
		*/
		this->mCb = new CheckBox(0,0,0,"Media/Menus/CheckBoxFrame.png",	dx * (30.0f / 1200.0f), windowHeight * (30.0f / 900.0f),
			"Media/Menus/CheckBoxChecked.png", true, new ChangeOptionEvent("MazeMode", "true"), "ChangeSet");
}
开发者ID:Malow,项目名称:PowerBall,代码行数:47,代码来源:Maze.cpp

示例8: UpdatePanel

void ProfilerHudPanel::UpdatePanel(float /*frametime*/, const SharedPtr<Urho3D::UIElement> &widget)
{
    if (profilerTimer_.GetMSec(false) < profilerInterval)
        return;

    Profiler* profiler = framework_->GetSubsystem<Profiler>();
    Text *profilerText = dynamic_cast<Text*>(widget.Get());
    if (!profiler || !profilerText)
        return;

    profilerTimer_.Reset();

    String profilerOutput = profiler->PrintData(false, false, profilerMaxDepth);
    profilerText->SetText(profilerOutput);

    profiler->BeginInterval();
}
开发者ID:aoighost,项目名称:tundra-urho3d,代码行数:17,代码来源:CoreDebugHuds.cpp

示例9: InitWindow

void HelloGUI::InitWindow()
{
    // Create the Window and add it to the UI's root node
    window_ = new Window(context_);
    uiRoot_->AddChild(window_);

    // Set Window size and layout settings
    window_->SetMinSize(384, 192);
    window_->SetLayout(LM_VERTICAL, 6, IntRect(6, 6, 6, 6));
    window_->SetAlignment(HA_CENTER, VA_CENTER);
    window_->SetName("Window");

    // Create Window 'titlebar' container
    UIElement* titleBar = new UIElement(context_);
    titleBar->SetMinSize(0, 24);
    titleBar->SetVerticalAlignment(VA_TOP);
    titleBar->SetLayoutMode(LM_HORIZONTAL);

    // Create the Window title Text
    Text* windowTitle = new Text(context_);
    windowTitle->SetName("WindowTitle");
    windowTitle->SetText("Hello GUI!");

    // Create the Window's close button
    Button* buttonClose = new Button(context_);
    buttonClose->SetName("CloseButton");

    // Add the controls to the title bar
    titleBar->AddChild(windowTitle);
    titleBar->AddChild(buttonClose);

    // Add the title bar to the Window
    window_->AddChild(titleBar);

    // Apply styles
    window_->SetStyleAuto();
    windowTitle->SetStyleAuto();
    buttonClose->SetStyle("CloseButton");

    // Subscribe to buttonClose release (following a 'press') events
    SubscribeToEvent(buttonClose, E_RELEASED, HANDLER(HelloGUI, HandleClosePressed));

    // Subscribe also to all UI mouse clicks just to see where we have clicked
    SubscribeToEvent(E_UIMOUSECLICK, HANDLER(HelloGUI, HandleControlClicked));
}
开发者ID:nonconforme,项目名称:Urho3D,代码行数:45,代码来源:HelloGUI.cpp

示例10: CreateInstructions

void UIDrag::CreateInstructions()
{
    ResourceCache* cache = GetSubsystem<ResourceCache>();
    UI* ui = GetSubsystem<UI>();

    // Construct new Text object, set string to display and font to use
    Text* instructionText = ui->GetRoot()->CreateChild<Text>();
    instructionText->SetText("Drag on the buttons to move them around.\n"
                             "Touch input allows also multi-drag.\n"
                             "Press SPACE to show/hide tagged UI elements.");
    instructionText->SetFont(cache->GetResource<Font>("Fonts/Anonymous Pro.ttf"), 15);
    instructionText->SetTextAlignment(HA_CENTER);

    // Position the text relative to the screen center
    instructionText->SetHorizontalAlignment(HA_CENTER);
    instructionText->SetVerticalAlignment(VA_CENTER);
    instructionText->SetPosition(0, ui->GetRoot()->GetHeight() / 4);
}
开发者ID:JTippetts,项目名称:Urho3D,代码行数:18,代码来源:UIDrag.cpp

示例11: HandleControlClicked

void HelloGUI::HandleControlClicked(StringHash eventType, VariantMap& eventData)
{
    // Get the Text control acting as the Window's title
    Text* windowTitle = static_cast<Text*>(window_->GetChild("WindowTitle", true));

    // Get control that was clicked
    UIElement* clicked = static_cast<UIElement*>(eventData[UIMouseClick::P_ELEMENT].GetPtr());

    String name = "...?";
    if (clicked)
    {
        // Get the name of the control that was clicked
        name = clicked->GetName();
    }

    // Update the Window's title text
    windowTitle->SetText("Hello " + name + "!");
}
开发者ID:nonconforme,项目名称:Urho3D,代码行数:18,代码来源:HelloGUI.cpp

示例12: PopulateInterpreter

bool Console::PopulateInterpreter()
{
    interpreters_->RemoveAllItems();

    EventReceiverGroup* group = context_->GetEventReceivers(E_CONSOLECOMMAND);
    if (!group || group->receivers_.Empty())
        return false;

    Vector<String> names;
    for (unsigned i = 0; i < group->receivers_.Size(); ++i)
    {
        Object* receiver = group->receivers_[i];
        if (receiver)
            names.Push(receiver->GetTypeName());
    }
    Sort(names.Begin(), names.End());

    unsigned selection = M_MAX_UNSIGNED;
    for (unsigned i = 0; i < names.Size(); ++i)
    {
        const String& name = names[i];
        if (name == commandInterpreter_)
            selection = i;
        Text* text = new Text(context_);
        text->SetStyle("ConsoleText");
        text->SetText(name);
        interpreters_->AddItem(text);
    }

    const IntRect& border = interpreters_->GetPopup()->GetLayoutBorder();
    interpreters_->SetMaxWidth(interpreters_->GetListView()->GetContentElement()->GetWidth() + border.left_ + border.right_);
    bool enabled = interpreters_->GetNumItems() > 1;
    interpreters_->SetEnabled(enabled);
    interpreters_->SetFocusMode(enabled ? FM_FOCUSABLE_DEFOCUSABLE : FM_NOTFOCUSABLE);

    if (selection == M_MAX_UNSIGNED)
    {
        selection = 0;
        commandInterpreter_ = names[selection];
    }
    interpreters_->SetSelection(selection);

    return true;
}
开发者ID:tungsteen,项目名称:Urho3D,代码行数:44,代码来源:Console.cpp

示例13: CreateButton

Button* SoundEffects::CreateButton(int x, int y, int xSize, int ySize, const String& text)
{
    UIElement* root = GetSubsystem<UI>()->GetRoot();
    ResourceCache* cache = GetSubsystem<ResourceCache>();
    Font* font = cache->GetResource<Font>("Fonts/Anonymous Pro.ttf");
    
    // Create the button and center the text onto it
    Button* button = root->CreateChild<Button>();
    button->SetStyleAuto();
    button->SetPosition(x, y);
    button->SetSize(xSize, ySize);
    
    Text* buttonText = button->CreateChild<Text>();
    buttonText->SetAlignment(HA_CENTER, VA_CENTER);
    buttonText->SetFont(font, 12);
    buttonText->SetText(text);
    
    return button;
}
开发者ID:zhzhxtrrk,项目名称:Urho3D,代码行数:19,代码来源:SoundEffects.cpp

示例14: Intro

void CaptureTheFlag::Intro()
{
	float windowWidth = (float)this->mGe->GetEngineParameters().windowWidth;
	float windowHeight = (float)this->mGe->GetEngineParameters().windowHeight;
	float dx = (windowHeight * 4.0f) / 3.0f;
	float offSet = (windowWidth - dx) / 2.0f;
	float textHalfWidth = (dx * (675.0f / 800.0f)) * 0.5f;

	float y = this->mGe->GetEngineParameters().windowHeight * 0.4f;
	Text* intro = mGe->CreateText("Capture The Flag", D3DXVECTOR2(dx * 0.5f - textHalfWidth + offSet, y), 2.0f,"Media/Fonts/1");
	mGe->LoadingScreen("Media/LoadingScreen/LoadingScreenBG.png", "Media/LoadingScreen/LoadingScreenPB.png");	// Changed by MaloW
	intro->SetText("");
	mGe->DeleteText(intro);

	//net while(this->mChooseTeamMenu->Run());

	// Moved down by malow
	windowWidth = (float)this->mGe->GetEngineParameters().windowWidth;
	windowHeight = (float)this->mGe->GetEngineParameters().windowHeight;
	dx = (windowHeight * 4.0f) / 3.0f;
	offSet = (windowWidth - dx) / 2.0f;

	textHalfWidth = dx * (200.0f / 800.0f);
	float x = this->mGe->GetEngineParameters().windowWidth * 0.5f - textHalfWidth;
	y = 10.0f;
	this->mIntermediateText	 = this->mGe->CreateText("", D3DXVECTOR2(dx * 0.5f - textHalfWidth + offSet, y), 1.0f, "Media/Fonts/1");
	x = this->mGe->GetEngineParameters().windowWidth * 0.5f - textHalfWidth - this->mGe->GetEngineParameters().windowWidth * 0.1f - this->mGe->GetEngineParameters().windowWidth * 0.025f;
	this->mRedScoreText	 = this->mGe->CreateText("", D3DXVECTOR2(x, y), 1.0f, "Media/Fonts/3");
	x = this->mGe->GetEngineParameters().windowWidth * 0.5f + textHalfWidth + this->mGe->GetEngineParameters().windowWidth * 0.1f;
	this->mBlueScoreText = this->mGe->CreateText("", D3DXVECTOR2(x, y), 1.0f, "Media/Fonts/2");
		
	x = this->mGe->GetEngineParameters().windowWidth * 0.5f - this->mGe->GetEngineParameters().windowWidth * 0.4f;
	y = this->mGe->GetEngineParameters().windowHeight * 0.4f;
	this->mHud[0] = this->mGe->CreateText("", D3DXVECTOR2(x, y), 2.0f, "Media/Fonts/1");
	//


	this->mRedScoreText->SetText("0");
	this->mBlueScoreText->SetText("0");
	string totalScore = MaloW::convertNrToString((float)this->mNumberOfRounds);
	this->mIntermediateText->SetText("Flags captured of " + totalScore);
}
开发者ID:Malow,项目名称:PowerBall,代码行数:42,代码来源:CaptureTheFlag.cpp

示例15: CreateInstructions

	void Sample::CreateInstructions()
	{
		ResourceCache* cache = GetSubsystem<ResourceCache>();
		UI* ui = GetSubsystem<UI>();

		// Construct new Text object, set string to display and font to use
		Text* instructionText = ui->GetRoot()->CreateChild<Text>();
		instructionText->SetText(
			"Use WASD keys and mouse to move\n"
			"Space to toggle debug geometry"
			);
		instructionText->SetFont(cache->GetResource<Font>("Fonts/Anonymous Pro.ttf"), 13);
		// The text has multiple rows. Center them in relation to each other
		instructionText->SetTextAlignment(HA_CENTER);

		// Position the text relative to the screen center
		instructionText->SetHorizontalAlignment(HA_CENTER);
		instructionText->SetVerticalAlignment(VA_CENTER);
		instructionText->SetPosition(0, ui->GetRoot()->GetHeight() / 4);
	}
开发者ID:lyz4534,项目名称:Urho3DSamples,代码行数:20,代码来源:Sample.cpp


注:本文中的Text::SetText方法示例由纯净天空整理自Github/MSDocs等开源代码及文档管理平台,相关代码片段筛选自各路编程大神贡献的开源项目,源码版权归原作者所有,传播和使用请参考对应项目的License;未经允许,请勿转载。